Hey Yves and folks. It seems that Fusion 2.5(+) no longer can play MOD/XM/S3M/IT files anymore, which seems like a bug. The folks in the clickteam discord told me to come here and report it.
Posts by SuperDisk
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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It's probably a hardware problem. Most all cheap keyboards can't register more than 3 or 4 keypresses on the same row. Has something to do with the circuitry. Check out the Wikipedia article: Please login to see this link.
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You should add named pipe handling to this extension. It's weird---just today I was trying to do that with the old version in the manager. How coincidental.
But yeah, CreateNamedPipe would be super useful for extension interoperability that requires files yet you don't want to write a temporary file.
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The surface object is definitely what you need, and I'm like 95% sure that it works on iOS. If it didn't I'd be shocked. Anyways you should still be able to make due with the screen capture object and the active object's file loading functions, which do allow you to set the transparent color upon load.
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I corresponded with Yves about this very issue a while back while developing an extension. The code to determine if an condition occurs can be defined solely as an immediate condition, or as an immediate condition WITH backup code that will run if the condition is not the first in the list. In this case, the backup code for the "collides" event functions the same as the "overlapping" event. It's not a bug.
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Probably you'd use some sort of actual Socket plugin if you were communicating with a server-- GET is over HTTP and that's not really fast enough.
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If you're in the regular Event Editor, just right click on a box and choose an action. (You can also right click on the already checked one)
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Alright, I'll give up.
But the original version didn't allow wrong keystrokes. I don't know what made you think that. :L
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Patrice's method may seem convoluted, but it works. Yours on the other-hand allows the user to mistype or do an extra key press and still get the trick to work, Patrice's method works perfectly.
Er, yeah. I'm pretty sure that's what's supposed to happen. As long as the last things you pushed were ↑↑↓↓←→←→BA Then it should work... right?
If not, here's a small fix to make it work like you need.
Please login to see this link.
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Alright, that's nice and all, but a really cheesy way to clear stuff out. Here's a much better method:
Please login to see this link.
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I've found your problem, my friend. Since the frame camera actually starts at the top, you've got to move your text/counters up there, THEN uncheck "follow the frame".
Please login to see this link.
Good luck!
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Yeah, I don't think the PMO is going to happen for me. Maybe I'll just have to bear through it, there's only moving platforms in one level and perhaps the game's too fast that no one will notice.
Is there any bug-submitting sheet for MMF2?
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I would use a custom movement or the PMO but every time I do, it encumbers the development process a ton, like the PMO turns off fine detection automatically and likes to get stuck in stuff, which I have to manually fix in the events.
Some hero should come along and write the ultimate fix for this, a MOVEMENT (not an object) that provides good platforming (unlike the built-in one which seems to be trash at the moment)
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Hey, Gerald!
Here's an example of what I'm talking about.
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When there are 2 players (Each with the Platform Movement [yes, I know it's broken, but I'm using it for a few reasons]) standing on a moving platform, they move along on top of it just fine.. but whenever they are overlapping, they both do not move along with the platform.
How do I fix this? Do I really have to switch to the Platform Movement Object just for this?
Thanks.
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Here's an example. Once about 30 objects are there, the moving right bit just stops working altogether. Why is this? How do I fix it?
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Hey there, I've got a question about your extension. It seems that the game just won't detect keypresses in fullscreen mode.
When I hit esc to minimize the game,."keypressed" and such work fine, but when fullscreened it just doesn't work.
Am I missing out on something? Please help.
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Perhaps the built in Drag and Drop movement?
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I've got a HUD element that is on layer 2. I want to see if the player (on layer 1) is underneath it so it will turn transparent.
If the player is overlapping the HUD element, then turn it transparent, if not, turn it opaque... This works fine and dandy if they're all on layer 1. However, the HUD is on layer 2, and so it doesn't register as a collision or an overlap..
Is this a bug or some sort of annoying feature? How do I work around this?
Thanks.