Posts by Matriax

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.

    The ray casting object is broke am I wrong?

    Also Matriax I just tested that tank game that supposedly works on "All platforms" and it completely froze my iPhone. Lol

    The Tank Game on GameJolt(Is made in Construct2 not Raycaster object) works only on HTML5, to run this game on Mobile or as standalone in Win,Mac,Linux,etc... you need to have the project and export to that platform. Also, your iphone have iOS8 and used a web browser with WebGL enabled?.

    My firsts test on Construct2 at the moment are positive all in HTML5, Win, Mac, Linux, still need to test on iOS and Android.

    About your crashs in your iPhone when you tested it? after or before have iOS 8 with WebGL? have you exported any 3D example with Construct2 to iOS and run using iOS 8 with WebGL enabled? As they said in the forum after the release of iOS8 that implement WebGL the HTML5 games runs now much better and faster. I hope test it soon.

    Also i'm learning Construct2 and at the moment everything is much simple, Dynamic lights in a few clicks even various of them!, jump through platform in 2 clicks,etc... and in Fusion 2.5 the dynamic lights are plenty of events and conditions. Also the effects of distorsion, blend,etc... works on every platform like HTML5, WIn, mac, linux, in FUsion 2.5 only on windows, for the other only a few :S .

    I made a test of what i'm doing and the effects and all works great on HTML5/Win/Mac/Linux, here is the Html5 version:
    Please login to see this link.

    After more than two years using Multimedia FUsion i found Construct2 more easy to create things(And i bought 3 days ago), and the fact that all plugins/behaviours/effects works in all platforms well...

    Really i hope Clickteam works hard on Fusion3 if not i will move definitely to Construct2, that they also will release their version 3 next year :P

    After look more information about the engine, seems i bought a extension that was released on 2009 and since then no updates... also the last news about Fusion 3 is that not will have 3D. They focusing in 2D but still i not ear nothing about a good Dynamic Lights with easy implementation.

    Now i discovered another program like MMF2 called Construct2 more cheaper and all the exporters are inside the program, no need to buy separately and with a very easy way to implement Dynamic Lights , here a tutorial: Please login to see this link. that works on any platform win, mac, ios... . And here's an example that how works Dynamic Lights on Fusion 2.5 with the Anders example: Please login to see this link. , see the .mfa... a lots of events, conditions, expresion... and only works on Windows! :S

    Also actually Construct2 can work with 3D and develop things like this: Please login to see this link. and works with all the platforms like all the plugins.

    Really, i developed about 2 years with MMF2/Fusion 2.5 and i don't know how will be Fusion 3 (Construct 3 also will be released next year) but i hope will be a real change. Now i bought Construct2 to see how is really code and how it works compared, but if all is true well i going to move on.

    Also i tried to build my test and the original example with the Wolfenstein tiles, both cases the .exe file runs without the external textures :S . The other example, "The Staff" when compile create the .exe with all the textures and all perfect. I see both .mfa and the expresion to load the textures seems the same, i don't know what happens, but again another fail that will confuse/frustrate the people and wasting time to know what is wrong that finally let it go :S .

    First of all the images and videos:

    This are some test i made showing the progresion of customization.
    Test1: Please login to see this link.
    Test2: Please login to see this link.
    Test3: Please login to see this link.

    How looks the final version:
    Please login to see this picture.

    Wall/doors textures 1024x1024 and floor/ceiling and sprites 512x512.

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    Opinion


    Features
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    Is a good extension but the lack of configuration, options,etc... make the extension a bit dissapointing and very hard to understand or modify to get the desired results, and more for a noob(Like me XD).

    1- Actually same Floor and Ceiling tile for all the map :S . Will be great set the floor/ceiling textures like wall/doors around all the map.

    2- Doors/wall transparency only when you want to see the exterior. If you try to add transparency in some door or something you will see the exterior.¿?.

    3- No Alpha channel! Not for walls/doors/sprites. Only a single color that make very ugly create gas/smoke or defined sprites.

    4- Ilumination. Will be good some kind of distance-ilumination. Depending how far/close the wall/door/floor/ceiling/sprites be more light or dark. A simple configuration in the map editor on you can set the level of darkness. For example 0 will be like now and from 1 to 9 will be the number of tiles around the player that fades to black. This will make the game looks more realistic and inmersive.

    5- More predefined objects added in the example like at least one enemy moving to the people simple can change the image/animations and set various around the map easily with animations of Walk/attack/death. Also Barrels explosion, an option in the raycaster editor to say if the sprite can explode and put in their "desappearing" properties the explosion animation when a bullet impacts.


    Price and Selling
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    $3.99 is a good price, but not much people will be willing to pay with this lack of features and without watch what all they can do really. The webpage of the Raycast extension not help much, is very... well check yourself: Please login to see this link.

    Adding the previous features and a bit more things the extension can be selled perfectly by $9.99 or more. Also including more good-looking examples, videos, etc... in their store webpage to attract the people interested to catch them. Also some .exe file to download, with that, the possible buyer can play and see what he can make with that and increase the possibilities of selling the product. Also a video-guide of somebody getting the example file included and showing the process to transform in other thing.


    Some Questions
    ---------------------------------------
    Is the Raycaster extension abandoned or will be updated?

    If the creators have free time and more people like me are interested, can we get an update? If they open a KickStarter of something i'm willing to donate ;) . Maybe they can open a Kickstarter/Indiegogo or whatever with a goal price and see if get success.


    ---


    Conclusion
    ---------------------------------------
    At least at the moment i not go to develop a game with that, too much time and headache to include all the things and others that actually can't be added or will need a lot of skills that i not have. BTW the practice was fun, i always desired develop a Wolfenstein3D/Doom game and in three days i created something interesting, maybe some day with an extension update i can continue with that.

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    Come to think of it, I don't think I've ever heard specifics on just what the issues with it are, exactly. So I honestly don't know what sort of issues can come up when doing that.

    Huh.

    Ok, I see ;) .

    So, somebody can say any bugs or similar about qualifiers in GLobal Events/Behaviours to test it using this trick?

    Quote

    I generally avoid behaviors just because my events are usually so intertwined that it makes it extremely hard to debug with my events scattered across different event editors.

    I only use Behaviours to things that only happens one time or things that are always the same in each frame or small things, all that.

    Things that can be added in global events but i put on behaviours to not saturated the Global Events editor with objects and conditions/events that makes hard to see the important things.

    Quote

    Why is it not allowed by default, you ask? Bugs. Many, many bugs. There was originally another work-around that let you do it, but Clickteam patched it because, unless you really know what you're doing, it can cause severe issues (not the work-around, but the qualifiers in global events and behaviors themselves), from my understanding. I think I remember hearing that it's basically because MMF2/CF2.5 basically had to use work-arounds to get global events, behaviors, and qualifiers working, and, from my understanding, those work-arounds conflict with each other heavily, at least when combined in certain ways.

    Yes, i know actually, one before you explained that, bugs, errors,etc... days ago.... -_- .

    Again, i used it in my last two games, the last one Inkanians (Please login to see this link.) released today. Also i'm doing another game more big using that Mighty Retro Zero with a lots of references to qualifiers in global events,etc...

    Well, i don't know if is me, but i use qualifiers in global events, Behaviours, frames,etc... and all seems to work fine , for that my question ¿Can somebody give me an example of crash/malfunction/bug using qualifiers in global events/behaviours? Maybe i learned to avoid that in the firsts tests or when i started to learn MMF2, i don't know, but as i'm saying i have 2 games finished, one in development and i go to start another using the trick because make me all the code much easier, readable and fast to edit.

    Well, then, will be great some "Warning" message saying that "is not recomendable",etc... but no deny.

    I made my last games using that and after know some things that how manage to work correctly is perfect.

    Meaning: I can put all the motor of the game in Global Events and other in behaviours(to not saturate the globar events with things that only are used one time or similar). And in each frames only put things that only happens on that frame. Now all is more readable and easy to edit.

    -

    So for the MMF3 will be great an option to enable the use of Qualifiers in GLobalEvents/Behaviours at the start of first time applicatcon or an advise when you try to use qualifiers in one of that sites and a "check" to say allow and not reminder.


    Edit: You say it's not allowed by default, this means there is another opction to remove this message? Will be great to know and avoid the pain of creating objects with the same name.

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    matriax what trick is that?

    Create a new object and callit equal that a Qualifier/Group. For example : Group.Obstacles.

    In Globat Events or Behaviours if you try tou use Qualifiers the program will say that is not posible because have some Qualifier reference... so instead use the object with the same name.

    Example: Start Of Frame > Group.Qualifiers(The object you created with the same name) > Destroy.

    And will work without problems.

    So, If using this trick you can use all the qualifiers/groups you want in global events and Behaviours.... ¿Why the hell is not allowed by default? :S

    Ejem... and the OUYA and other android consoles with physical buttons, sticks, joystics and DPADs what? :P i asked mainly for the OUYA version.

    Also in case to get for phone/tables/ipods/ipad why not? I mean:

    If touch control is active and overlaping "left image" -> Simulate "left" key down.

    No matter if have physical controls or not, the idea is that everything that the platform have to interact with them apply an action or a key in this case.

    i'm using control X to easy implement the Xbox360 gamepad in my game. For this i want to do the same for the OUYA (Android) but COntrolX not is compatible :S.

    With ControlX is very easy, i can add the controler press Direction left-> Simulate "down" pressed,etc... Instead create a new version creating and changing all the game controls for the new platform or create new groups of events for each player action :S

    So, is possible get the ControlX extension working on Android?

    The gameschart extension i think can be closed, after test it and get 65k impresions an 15k clicks = 0 revenue, i think they will close soon. Their last tweet was 1 month ago and in 2014 and after 4 months only 1 game was added using their API. Also sent an email and a tweet weeks ago without reply :S , i'm changing the gameschart api uploaded for the FGL-Ads.