Since your custom movement isn't using "Direction", trying to refer to the object's direction won't work. Refer to it's "Angle" instead.
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Open a TicketSince your custom movement isn't using "Direction", trying to refer to the object's direction won't work. Refer to it's "Angle" instead.
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I don't know how to give each zombie it's own separate circle that follows it to detect when the player is inside it
Connect a circle to a zombie by storing the ID of the zombie as an alterable value for the circle. This way you can always refer to the "parent" in events related to the circle.
Use ForEach loops to loop through multiple zombies.
Check out my Example: Please login to see this attachment.
Sad to see nobody else have responded in my absence. Perhaps you have figured it out by now, but in case you haven't:
Data between frames is not saved. So you'll have to store these values somewhere if you want to be able to use them. The easiest way to do this in Fusion is to use Global Values and Strings.
Global Values hold numbers, Global Strings is used for text.
Objects are positioned on the screen using X and Y values. So if you want the next frame to remember the position, you could store the X and Y position in Global Values.
Then on the next frame, use a Start of Frame event: set X or Y Coordinate to the Global Value depending on which direction the player comes from.
Check out my example: Please login to see this attachment.
This is what you use Global Values for.
You'll find Global Values in the Properties of your application.
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I'm also experiencing the problems with taps not registering correctly. I'm however only having issues with one of my test-devices: a Samsung Galaxy S3.
The problem seem to have appeared in the update of Fusion 288?
My version on Google Play Store is built with the Beta release of Fusion 287.5. It works correctly.
In my latest build from version 288.3. The bug is present.
All issues have been resolved with version 1.01b update available at ClickStore. Thank you!
While Fusion do link objects together automatically, it's not really an exact science. So it's always a good idea to give them an ID so that you can refer to each individual object.
Some things to keep in mind:
Give child objects a reference Alterable Value to the parent.
Remember to destroy the child object before destroying the parent.
Use loops to deal with multiple overlapping objects.
Take a look at the attached mfa.
I guess it's safe to assume that certain features of the GPG objects are currently broken and won't be fixed. My feedback in the bug tracker is ignored and my problems trivialized.
It's unacceptable that neither of the two versions of GPG objects available to me from Clickteam are working correctly. I have tried solving these issues with many different specs now. Different computers, mobile devices, java installations, Android API levels, fresh installs of Fusion and extensions, different apps, game services. I don't see how anyone still can brush it off as an user error? These bugs are easily reproduced as they appear even when trying out the example testbed. The extension is broken, fix it or provide me an answer on how to make it work from fresh install.
Not sure what you mean? My app have most features of GPG games working already.
I have the ID set up in GPG Connector and cloud save is fully functional.
Since I have gotten no response yet, let me rephrase this:
Is anyone else actually using any of these functions successfully?
I been having issues with GPG Objects in my latest project.
I submitted my findings to the Bug Tracker but got dismissed, because apparently it's working for Fernando and therefore it's not relevant.
My issues however seem to stem from either the actual extension or from building the apk. So I was hoping to get some information on how you guys managed to make it work.
I'm using the following:
GPGObjects_V101_ForFusionBuild287orAbove
Android Build API: 22 (tried different API)
Fusion Build:287.9 (latest, also tried earlier builds)
Java SDK: 8u112 (again, tried switching to earlier)
Some background: The game is published, I'm troubleshooting with multiple devices. I have the dashboard set up correctly with: Login, Cloud Save and Leaderboards working as intended.
Here are my issues:
GPG Connector - Send Gift
Attempting to send a gift crashes the app. I solved this issue by copying the action "Send Gift" from the example file named "Test Play Games basic.mfa". It does not work in "testbed-GooglePlayGames_105.mfa" nor by creating the action on my own. Obviously the functional Action is no longer available to be used in the latest version of GPG objects. Fernando's example file is using an old Action that is still functional to me.
GPG Leaderboards - GetCenterScoreQty
This always returns with 0 results. Unless performed after the action "Read Leaderboard Top Score with id" then it returns me odd values instead (values otherwise not present on the leaderboard).
GPG Quests - Claim Reward
Pressing the Claim Reward after finishing a Quest in the built-in UI does nothing. The event On New Reward Received is not happening. Everything about Quests seem to be working except that Claim does nothing. Entering the menu and attempting to claim the reward again yields the same result.
Also I would love to be able to create my own Quest UI. But claiming rewards outside of the default UI is for some reason not supported at the moment.
I don't think there's been a official response on this yet? Perhaps this subject have somehow eluded Clickteam.
A simple "Definitely not" or "Have other priorities right now, but we'll look into it in the future" would suffice.
You could create an invisible active at the point of explosion. Make the active into a circle in the size you want the explosion to be.
Then simply use an overlap event to detect who will take damage.
I've been using Scoreoid to store all player data in the cloud. Lately however, I'm having issues with it.
The response-time at certain hours is slow or none. Their paid service probably offers greater bandwidth though.
Having Google Play Game Services is essential and wouldn't require any other external (potentially expensive) hosting of a database.
What happened to the physics in this version?
Applying angular velocity appears to be much stronger than before.
Most joints aren't working anymore (set in properties, not using joint-object).
Probably related to this: Please login to see this link.
Said to be fixed next beta. Which will hopefully happen soon.
Any news BiznessMan?
The video is accurate of what happens on my OUYA as well. (both my own apps & blast example)
I'm ready and willing to try things out, to solve this problem. Just tell me what I can do to help.
Using OUYA build 1.2.771-r1.
Software version 1.0.11
My apps that all have the bug are built using MMF2.
I tried Tomatoes vs Onions and Ninja Twins too. No errors there.
blast.apk built by FVivolo had the same boot errors that occurs in my apps.
Also checked Amazing Frog, I can't get it to run either.
I'm also having problem starting up my apps when using the OUYA object. Even when the OUYA object isn't being refered to or even used on a frame.
Removing the OUYA object from all the frames will make the app boot flawlessly every time.
I've run into a problem with sounds.
Basically, I want an option to turn off sound (sample) but leave the music (sample) on, or vice versa.
So I separated my sound and music to different channels and when the user choose to turn off either one of them I just set the sound-channels' volume to 0%.
It works in the PC runtime but it's not working at all on Android.
My only option now is to make a condition every time a sound would be played, and to not affect the event I have to make it go through a fast-loop.
I'm not sure how efficient it would be to run fast-loops at every sound play?
Does anyone know a workaround for this problem?
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)