I guess I will have to see if I can find something that works for it. Otherwise, I may have to switch back to a more cursor-based aiming system as that was working more accurately and consistently. My best guess for how to solve this would be to make it so that when the player is aiming their ranged weapon it switches to a new 360 degree aiming system that is more precise, and when the player is just walking around it is less precise and can change directions more easily.
Posts by Shadeve
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Additionally, it seems that the mouse 360 control isn't quite right. I'm sure the controller version works great, but with the mouse control it just is not accurate enough/too jumpy for a twin-stick shooter-like aiming system. I have to either have the sensitivity too high where it is way to jumpy, or too low where it takes too long to detect the input.
Perhaps I am implementing it incorrectly. It just seems to work great for controller, but not for mouse.
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[MENTION=15682]Volnaiskra[/MENTION] The code for VACCINE works great, with the one exception of when the mouse cursor hits the edge of the screen, then the code no longer recognizes the mouse moving that way. The best workaround I can think of would be to have it so that the mouse repositions back at the center of the screen when it gets to close to the edge of the screen. Thoughts?
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I recently implemented a custom 8 direction movement system to my game. I store the xPlayer and yPlayer as variables, and then I set the x and y position to these variables. I am then trying to use the Move Safely 2 object for collision detection.
The code for when a player moves up or down is:
yPlayer = yPlayer( "Player" ) + ( MoveY( "Player" ) * speedControl("Player")This causes the Move Safely Object 2 not work, as when a player collides when an obstacle, the yPlayer variable continues to increase while the player remains in the spot moving up against the obsticle, and then suddenly the player warps to the yPlayer coordinate once the player is no longer colliding with the obsticle.
A solution to fix this is to change the formula to:
yPlayer = Y( "Player" ) + ( MoveY( "Player" ) * speedControl("Player")The problem with this though, is that I can no longer affect the speed properly with a float value like the speedControl variable.
I am assuming I just have to ditch the Move Safely object and opt for a custom solution that uses the alterable values instead of player position for the push out feature.
I wanted to post and see if anyone had a good solution already made for an 8 direction custom collision detection system like this, or if anyone had any ideas for how to work with the Move Safely Object for my specific problem.Any help or guidance would be greatly appreciated! Thanks!
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Wow! Very impressive Vol! I also see your VolCamera which is exactly what I need. I had made my own camera solution but it is not nearly as robust as yours. I already own your VolProfiler which helped me drastically resolve inefficiencies in my code (6 year-long project that I started as I had begun learning coding, so there was plenty to fix).
Anyways, great work! Thanks for sharing with the community, I will happily purchase VolCamera and VACCiNE 2. You have saved me days of work, and I am sure it will turn out much better than my work-around solutions.
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It seems the Mouse Controlled object has too many problems and is not the way to go... If anyone has any alternate ideas please let me know.
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After doing some more testing, I was able to use the mouse controlled object if I positioned it at 0x 0y and then made it so that another object is positioned from the player at the playerPosition+mouseControlledObject position. I am getting a different problem now, where the mouse cursor stays invisible even if I "Destroy" the mouse controlled object. Is there a way around this? Or is it that if I have a mouse controlled object at all in the frame editor, that I cannot use the mouse?
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Right now we just have the player move in 8 direction movement, and the direction of the animation of the character look towards wherever the mouse cursor is. Right now the player movement and looking is most like the game RUNNING WITH RIFLES.
We would like instead though to be more like the game Helldivers, where simply moving the mouse in a direction will change the player to look in that direction, like how a thumbstick on a controller would. Having the player look at the mouse seems less immersive and also confuses some players when they are in combat mode vs crafting mode and are trying to pick things up.
Does anyone have any ideas on how to do this type of look-direction behavior that behaves more like a thumbstick on a controller? I tried using the Mouse-control object, but unfortunately the "Follow Frame" does not work, and the object with mouse movement remains in one area on the screen and does not scroll.
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Yes, I made sure to update. I even reinstalled the latest update after installing the DLC.
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I'll try the debug object and see how it goes.
The problem is that it does not crash consistently. On generating the terrain for the game on my laptop it is more likely to crash, but on my desktop, it does not crash as often. Plus we have a lot of extensions and shaders so it may take some effort, Yves, for you to get the mfa running.
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We have had a large project game in development for many years. We recently purchased and upgraded to 2.5+ and since doing so we have noticed the game crash A LOT more often. Previously we would very rarely have a crash, but now it seems to crash a lot more.
I wonder if 2.5+ has some stability problems, because our game was definitely not crashing this much previously. Perhaps it has something to do with the event optimization, but it seems unlikely.
Does anyone have any ideas of how to troubleshoot a crash for game?
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After looking further into this issue, it seems that if you do NOT check the "Resize display to fill window size" and then maximize the window, the window glitches out the mouse cursor so that it thinks the window is in the top left of the screen and only the size of the small window.
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Hmmm, Julian, it seems your solution messes up the mouse cursor position. I am just trying to add support for 16:10 and 21:9 aspect ratios as my game is 16:9 naturally, and has black bars on other resolutions.
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Sadly text blitter balloons are not affected by the follow the frame box
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When I try to position the text blitter balloons when my screen position is somewhere else (Other than the very beginning of the frame) the balloons don't position correctly. For example, If I scroll 5 pixels to the right, and then position the text blitter (0,0) from my character, the balloon positions (5,0) from my character instead. Anyone know what is going on?
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Thanks for the help!
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I'm having this same problem. Got a W10 SSD laptop that can run most games fine. As you can see from this: Please login to see this attachment. There is literally nothing on the frame and yet my between frames microseconds is already decreased my FPS to below 60! This is with no events or objects other than the ones I am using to measure.
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Hi, I need help with some complex formulas. My game is an 8 direction topdown RPG. When my players sword collides with an enemy, I just want one event to determine sword direction and knockback the enemy the correct direction.
Right now, I have to use conditions like:
If sword is facing direction right, then position enemy x+10
and do that for all directions. Anyone know the formula I can use to do it in just one event?
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In this case, the actions are subtracting from an alt. value, creating a counter, setting the counter to a number, changing the color of the counter, and changing a couple of other alt. values. All of which have to happen on a specific enemy when about 16 different conditions line up.
I have tested fastloop using the extension that allows you to measure microseconds and the fastloops are significantly slower than just regular events. This isn't good for my game because we have thousands of events and objects in one frame to create a single, seamless, randomly-generated world. We need to maximize our FPS everywhere that is possible. Ideally we would have at least 60FPS on an older computer.
I'm not sure what you mean by fast function and global function and I've never used lua script...