I want to include an option for machine independant speed on my game, it is possible to active and dactive via command or global value? thanks!
Posts by Danilo_Dias
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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Is is related to all events that use fast function and fastloops =( Inactive to farm is set as no in everything
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Hi everyone. Two weeks ago I`ve turned Machine Independant Speed (ON) on my project and I`ve notice a few things. I`ve notice that boucing ball based movements without MIS doesen`t work properly when the framerate is too low, like 30 fps. My game runs under 60 fps. In order to make tests I usually change my monitor frequency fom 60 to 30 fps in order to emulate slow computer behavior. Then, I turn V-SYNC on and run the game on 30 fps.
In example, in cutscenes I use it to scroll certain objects ike, a first plan hand and stuff. I`ve noticed that under 30 fps those objects doesen`t stop in the right position. So, I`ve decided to turn MIS on and it works correctl now, even under 30 fps. The problem is... I`ve notice that under 30 fps I now have collision problems, like my floating platfmorms make my character start to bumps, basically, everything that uses fastloop isn`t so stable anymore when the game is running in low frame rate.What do you guys recommend? Leave MIS on? or it will make the game too unstable to run on slow computers because it affects the collision with fastloop? Thanks
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I see! Thank you Simon!
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I`ve notice some of these letters in some of my actives for a long time, what they mean? Thanks!Please login to see this attachment.
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Hi everyone! I`m experiencing some random crashes during dialogues in my game. I`m using substring replacer, ini and textblitter in order to make the dialogues. This problem occurs in fusion 2.5 and mmf2. Sometimes I finish the entire game withou a single crash... Sometimes I start the frame and BAN. It also happens with other people, any idea what it is?
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Found the fix, we disabled COMPRESS RUNTIME option on our game and it works great now! =)
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Hi everyone! I have a question, what is the maximum number of events per frame in fusion 2.5? I`m asking this because I was working in the final stage of my game and put a big event group and the inicial events of event list sttoped working. When I remove some events they start working again. I think that I have 10k lines of events. It is the whole engine in the last level with all enemies, puzzles and bosses.
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Thanks man. I`m going to take a look in your guide. My mmf2 version is up date. I had a last week backup. I have a little question. My last week backup don`t have the cutscenes. I made 3 cutscenes frames and just the cutscene frame 3 had this error. Can I copy cutscene frame 1 and 2 to my old build? It is risk? Thanks!
Thanks Marv! I`ll do that! =D
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Thanks man. I`m going to take a look in your guide. My mmf2 version is up date. I had a last week backup. I have a little question. My last week backup don`t have the cutscenes. I made 3 cutscenes frames and just the cutscene frame 3 had this error. Can I copy cutscene frame 1 and 2 to my old build? It is risk? Thanks!
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Hi everyone! I`m currently working in a project for at lease 2 years and I never saw anything like this happens.
Yestarday I was working in a cutscene for my game. In this cutscene I made smoke objects go up and they change animation for a bigger sprite. Ok.
Everything was working right and I`ve saved my project. Today I was working in more cutscenes and finished. When I get back for the older cutscene I just saw this!Please login to see this attachment.
As you guys can see the smoke sprites were replaced by that symbol...
When I openned the frame editor I saw this:
Please login to see this attachment.
When I openned the active it was like this:
Please login to see this attachment.
What is going on? =( I`m really scared, is my game corruped or something like that?
Thanks!
edit: I`ve tried to edt these objects and I cannot edit them =(
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Woah, it is working now! =D
Hey, thanks man I didn`t knew that I had to use flagsThanks again! =)
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Thanks man! Unfortunatly It is still having problems with the instance.
I made a small test with no gravity however with terrain correction for irregular terrainIs in play area = > start for each loops for enemy 1
ok
themON LOOP (ENEMY1UP) -> set enemy 1 y-1
ON LOOP (ENEMY1DOWN) -> set enemy 1 y+1FOR EACH OBJECT ENEMY1
COLISION OVERLAPING BACKGROUND -----> START LOOP ENEMY1UP 10TIMESFOR EACH OBJECT ENEMY1
(NEGATE) COLISION OVERLAPING BACKGROUNS) --------> START LOOP ENEMY1DOWN 10 TIMESIt worked with 1 enemy, when I put 2 in the screen if one of them start to go up the other one go up too. So the fastloop act with the 2 stances. =(
Sorry for my bad english
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Hey, thanks man! =D
Do you know if this have a big performance impact? -
Is there a easy way to make enemies with gravity? I`m making a platform game, I made a lot of enemies some of them have gravity that I programed using colision box. The problem is. I f I have 2 of them coliding each other and I kill one of them the one who has been killed "steal" the colision box from the other.
Is there a easy way to make an enemy with gravity without using colision box? I ve tried to use fastloop however it appears that don`t work with more tham one instance of the same object. =(
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Woah, Thanks man! =D This is exactly what I was looking for!
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Hi! I recently got fusion 2.5 and I'm was wondering if there is a easy way to make chain-like enemies with the physics engine.
To be more specific, I'm want to make more enemies like this:Please login to see this media element.
The problem is that to make this enemy in mmf2 at least for me was a pain, I had to use bezier equation and fastfunc object, is there a easy way to do that using the new physics engine?
Thanks guys! =D
oh and sorry for my bad english -
Oh, I see. Thank you Konidias!
I'll try that.
Oh and I've remembered something. I remember that there was a guy that told-me that if I put the NES palette as default in mmf2 the fade out to black will be more nes like. It is possible to import the NES palette to mmf2?Thanks again!
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Hey everyone!
I'm currently developing a game with NES style graphics. I'm wanted to know if is possible to create a nes-like fade style in multimedia fusion 2.
For instance, most of nes games when they fade to black, they don't have a smooth fade. They fade like 3 different types of limited colors (because of the palette) and goes to black. I wanted to create something like that for my new game but I can't find a way.If you guys need an example, you can check it here:
Please login to see this link.For this game I tried to make a nes-style fade out on the face of the main character, however I only did this on cutscenes because they were all active objects. I used the recolor action of mmf2 changing colors to grey tones (and it took a lot of time to do in complex scenes...) I wanted to do this in backgrounds too (if is possible) or maybe there is some transition or extension that can do this.
Oh, I hope that you guys understand my English, thanks anyway! =)
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Hi guys!
I'm having a problem with my game. Ineed to save the array files (for the savegame function) inside the appdata folder in windows.
Something like this appdata\Company\Game\saveHow do I do that?
I just know how to save in appfolder like: Appdrive$+Appdir$+"/DATA/save"Is anyone know how to do that?
Thanks!