Posts by SolarB
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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Simple marching ants type dotted line example, follows angle to mouse from origin. Can be used for aim line up etc.
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Distance and speed of dots (ants) can be adjusted using values.
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Hey, thanks for checking out my example
Unit overlap has always been the bane of developers, I think I read somewhere that even the Starcraft devs came up with hacky ways of overcoming this and you'll still see unit glitches here and there.
Maybe the best way here is to somehow check if there's a unit already on a tile and to stop the nearest unit(s) from moving there. I'm not sure how this will work and unfortunately I don't have the time to experiment but if anyone has any ideas please share.
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Congrats dude this is awesome.
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Ultimate Fullscreen is available in the extension manager.
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Thanks, it's really just a test to see how many objects each engine handles. Fusion's HWA, on my phone (Samsung Galaxy S5) at least seems to handle transparency and colour pretty well, it's the objects that cause the slowdown, I tested this by just creating static actives, even with nothing happening the framerate tanks after about 250-300.
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I am a big supporter of Clickteam and Fusion 2.5 and this post is not meant to be negative in any way. The information here will come as no surprise, the purpose here is only to share my experience.
I ran into some issues developing a project for Android and decided to spend two days setting up this test and re-creating it in another product.
Now I'm torn trying to make the decision whether or not to pursue my main project in Fusion.
The test took me less than 10 minutes to make in Fusion:
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The MFA is Please login to see this link..
Making the test in the other product took an entire day of learning the environment, learning some code, and putting it all together. It was a huge headache but I'm grateful for the learning experience.
So, either I stick with Fusion, continue working within its amazing and simple coding environment but limit the scope of my project or I spend countless hours scratching my head trying to figure out scripting and an unintuitive environment for a major gain in performance and flexibility.
I will most likely continue using Fusion and supporting Clickteam but I really hope there will be major performance increases for mobile in either F2.5+ or F3.
The result of this test are in this video (basically the Fusion test runs at 17fps and the other product handles it at 60fps):
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A cool way to make a nice psychedelic effect.
2 examples, the second building on the first.
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I've spent the past week trying to isolate the issue with no success. The app runs great at 60fps for a few minutes before it slows down to 45, then further down to the 30s.
There's nothing special happening other than there are around 250 objects. It works with no problem sometimes but then I add a simple event that should cause no issues, build the apk and the issue returns.
[MENTION=6268]Fernando[/MENTION] could I please PM you the file or apk?
Build API: 27
Phone: Samsung Galaxy S5 -
Update:
Following advice in another thread instead of creating and destroying objects they are now "reused" ie. all objects are created at the start of the frame and nothing is destroyed (file attached).
This seems to solve the issue in this simplified test but I'm still having the same trouble in my actual game.
I will further attempt to isolate the problem.
Meanwhile any idea why creating/destroying objects causes this slowdown?
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At first the framerate is fine with the amount of objects created but after some time the framerate begins to drop. This is evidenced by the Minimum FPS counter gradually falling.
The sequence and amount of objects is controlled (objects are created and destroyed according to a set pattern) so it seems strange that this should happen.
Could this please be looked at?
Thanks so much.
File attached.
Build API: 26
Phone tested: Samsung Galaxy S5 -
This is a cheap and dirty way to do it X)
Set some global values to be 4 and 2, then set another value to generate a number, then set the value written to the array to be the value (floor or wall) selected by the random number.
Used some MOD for the outline walls, there's probably a better way to do it but I'm not a maths genius :pacman:
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No worries, thanks Simon.
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How will F3 handle instances? Will there be a fast compare selected(a) to all(a)?
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Can confirm microstutter on Flash runtime.
Checking machine independent speed and different framerates doesn't make a difference for me.
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There is only ever FieldSize x Fieldsize tiles, which are then translated to Z height using a value. The height is an illusion created by assigning Z value, therefore all tiles on the plane are necessary. If you are adding tiles the only actives added are walls, and they are dynamically loaded as you move around the array.
From your video (looks good!) it seems that because you are using large tiles and only part of the screen you would be able to take advantage of the included profiles, or create your own using the FieldSize value (set this to something smaller) and the Profiles group under the Init group. This restricts the amount of drawn tiles. Note that with a smaller Fieldsize you must set the FieldOffset and Crop values to center it on screen. To get an idea how this works set the value Profile to 1 or 2. There's also some info about this in the manual.
I will try to do some work on the smooth scrolling.
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clamped means you limit the value like a combined max and min, so that you take the max between 0 and the relative position, as well as the min between 150 and the relative position.
The actual mouse cursor will be hidden. The crosshairs will be positioned at the hero's position plus the mouse's distance from the mouse starting position (sometimes called the mouse delta), but limited to that circle.
if the distance from the character to that offset that positions the crosshairs is going to be greater than 150, you can limit it using trig functions to keep it within that circle. there's a few ways to do this but one i was thinking of involves finding the angle between the crosshairs and the hero (like with the arctan2 function or whatever CTF uses). you can use that found angle, putting it into the cosine and sine functions to constrain it to that circle.
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This is essentially what my example does. I didn't know you could limit using the mouse object, that's worth a try!
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I've put a minimum boundary just in case. If you want the crosshair to still overlap the player you can set MinDist in the alterable value to 0. I don't think there's a way to hard constrain the mouse itself since the cursor is tied to Windows, you would always have that delay coming back to it.
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From an old example I dug up. You can change the distances etc in the crosshair values. I hope this is what you're after?