Hi koolbrosmk
You can run Lacewing over Hamachi or just connect to IP over Internet. It works in Fusion dev 2.5 latest version but I don't know if it's still being updated.
If you have suggestions please tell James McLaughlin.
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Open a TicketHi koolbrosmk
You can run Lacewing over Hamachi or just connect to IP over Internet. It works in Fusion dev 2.5 latest version but I don't know if it's still being updated.
If you have suggestions please tell James McLaughlin.
Haha you have the right to be PotatoMerc. The animation bank is related to the rig setup file, and the rig is made or set in the program.
In 3D the software usually use a character set (Maya) to define what joints are animated, then the rig is exported in every animation file.. this is however dependent on what export method you use.
Point is this example is powerful but way to underdeveloped. It was meant to animate Bosses in HFA, but another method was used and this project was laid on ice.
It's in my opinion better to use Spriter and parse its files. You can get a very powerful animation and lively game if incorporated correctly, like very high fps with smooth animations. I don't know if that's possible with the current Spriter extension for fusion, it wasn't last time I saw it but it might have improved.
QuoteSet DeltaTime to 1 / ( FrameRate + 0.0 )
Really, Olivier...
Hi Pesto
You can essentially remove all loading-time by splitting work into small pieces, Please login to see this link. (basicQue_02) leads you into that thinking.
It might overwhelming, but it works if incorporated correctly.
--Edit--
The "load on call" can be very helpful to avoid startup loading times. Backgrounds for example.
To load array files faster (in runtime), try utilize 2D buffers for 3D arrays.
Quotewon't there eventually be a problem with the value getting too large?
Yes, the timerLast value should function for about 2 weeks before getting to large. You could try buffering it in a string, if you dare I have to test it myself before verifying it as a solution. It's probably better to do an extension... hmm, I should do that.
QuoteI never found a solution back then either...
The natural next step is to utilize buffers for XY movement. Then learn trigonometric ratios. Muddymole has them on his site, I have them in my examples and so does SolarB.
I'd suggest looking at the basics of Lacewing. There's a "chat" example for Fusion around the forum that could help you out.
Hello developers
It has been a year and Dirtlight has transcended into a multiplayer game with an infinite world.
The progression has in no way stopped, the versions are no longer shared (as often).
Updates are tweeted and I have begun uploading development videos.
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"Current state of Client."
The small grey duds are players currently connected. The world is pushed to client channel or clients on demand, position data is blasted on physics iteration. Currently a player can walk around and build 3 types of tiles.
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"Current state of Server."
I’m very impressed by the power that Lacewing from James McLaughlin provides. I’ve created a server system that save/create/load/push chunks of the world dynamically, in runtime. And simultaneously I’m able to run physics and user management. I’m also able to run several servers on the same machine due to reading settings externally. The two most important server features in Dirtlight are spreading work over time and only doing "work" within the area in proximity to players.
The physics setup is server-to-terminal where an Euler direction and force value is sent to server as a stack. The iterated position (with collision) is blasted back to channel. I'm using the idealistic terminal approach described by Please login to see this link..
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"Secure client login."
For security I use a 3+ part key (encoded) with a random element and bruteforce protection. The random element is my own algorithm that can be improved on demand. More on the cipher Please login to see this link..
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"Xmind"
I use a mindmap software called xMind to keep track of files, variables and data-tables. Further, for managing and schedules I use Please login to see this link..
As the scope is a bit wide, I've distanced myself from graphics and audio. I'm attempting to timemanage more and focus only on coding. Alfa/Betas and more detailed information can be found Please login to see this link..
And as always, any feedback or suggestions are welcome!
cheers,
tompa
QuoteI am guessing you didn't look at my mfa example?
I think BartekB is trying to convey that the position value of an object always is an integer. He might very well have looked at the example.
Anytime Fusion converts a float into an integer, a floor() call takes place. This is why actives in approach 1 & 2 travels negative x/y and not positive x/y, except for the eastbound (0 degrees) because cos(0) = 1 = floor(1).
I think this is good work Mobi. You have made a buffer in your last approach that might turn into a good structure of buffers when/if you incorporate delta of timer.
QuoteFusion-Based Lacewing Server can only handle as many messages as there are loops per second
Not true, if you let a Fusion "setup" render (loop) in 1000 fps and ping either server or client. It clearly shows a latency of less than 3 ms. If both client and server was operating in 60 fps the latency would be aprox 17 ms.
Delta is the difference (or change) between two values. In this case (to be specific) it's the value between two points in time; the timer data from last rendered frame and the timer data from current frame.
In other engines the timer value may be extracted each main loop.
If the developer has the capacity to store decimals it's easier to divide the delta of timer with 1000 since that results in "amount of seconds" since last frame.
If the developer only has integer capacity; ie, the application use a native Fusion array to store/iterate movement. It's less work to use milliseconds.
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It's never wrong to insert an Active Object, make it move and animate it.
Get some happiness from early progression and understanding of the suite (Clickteam Fusion).
Others here will probably and happily be of better help to you in the beginning. Than I will be.
Good Luck,
tompa
Yes, definitively.
Details
There is a proficient built-in random generator reachable in any expression. There's also at least one extension random generator.
It or they can be downloaded for free through the extension manager inside Fusion. Be sure to check copyright for each non-native extension.
The "create object" or "create object by name" is native and suitable to call from a generate random weapon feature.
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Hi Sirina
I've been using Fusion and its precursors for a decade, I think this project will take you at least 6 months.
You could do it quick and "a bit" dirty with built-in features, and most will tell you to do so. You could also spend 2-3 months making a good foundation for your game and make an excellent product that fits your inner picture. Fusion is great for this kind of 2D game for a programmer as for a non-programmer because a lot of the engine is already coded.
Your friend might be confused by the graphical syntax and unable to help, yet the community is very friendly and helpful. I know for a fact that there are timer based custom movement examples on this site that could help you.
cheers,
tompa
I get it, thanks.
good luck with your game, sorry if I was critical.
@rocket
Are you decelerating over traversed pixels? That would decelerate more on a diagonal path than a path along an axis.
Jesse
Fastloop is a tool to refine your execution of this concept. You can use them if you want to.
Try applying acceleration as a force over time. The Greek symbol for delta is a triangle. In this case it refers to delta of the hardware timer between mainloops (also called gameloop).
The beer mugs are beer mugs, I'm glad you saw that.
I make them, they take about 10 minutes. I'm actually saving time.. I'm typing slow, very slow. ;D
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Figure 2 is a scenario where the delta (of timer) is larger than 1, meaning the framerate is very low.
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)