Feel free to PM me (or here) of you want a list of the things that should be improved or added to be competitif with others Software (i'm using one pretty similar to Fusion.)
Posts by Jonathan
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.
-
-
EDIT: removed as per Jonathan's instructions
-
Quote
There might still be a way to achieve what you want with a workaround. For example, create 50 clones (not duplicates) of your active in the Frame Editor. Give them all the same qualifier. When you need to control them all at once, you reference the qualifier. But when you need to control a specific 'instance' (like for example to load in a unique animation), you reference the active itself. I imagine your code would be similar to what you'd normally do, but instead of dealing with 1 active and 50 instances, you'd just be dealing with 1 qualifier and 50 actives.
Yes that could work, but that's not really optimal, it's limit the possibility of creating new characters for the player, and I really prefer to use one entity for all my characters
-
Quote
There is no fix to do, it's a well known fact that in Fusion all instances share the same animations. It's the same thing with the Replace Color and Load Frame actions, they affect all the instances at the same time and this can't be modified in Fusion (at least 2.5, not sure about 3.0).
That's really a shame since it make impossible the fact of having a real Level Editor with the possibility for player to have custom animation and characters
But I understand if it's nothing impossible to made at this level of developpement. Hope it will be better with Fusion 3 (glade to hear it's still plane to be release.) -
Okay well take back everything I said, the issue is also present here too... you can't just change the animations of one instance without changing for all of them... it's really a pity, it limits so much the usefulness, I don't understand how it can be useful with this kind of problem.
What a false joy...is it still planned to fix this Yves ?
-
Quote
This feature already exists, even without the new Load Animation system. You can add graphics to an active at runtime with the Animation>Load Frame action, and you can replace sprites with new ones as often as you like, while the game is running. You have to do it one animation frame at a time (full animations can be done with a fastloop of course), so the new Load Animation feature probably makes the process a lot simpler. But the basic functionality is already there, and has been for years..
Yes, but no, it's kind of buggy saddly.
If you change graphics sprite on a event, it will change for all clone you've made (or you will made), so it's just not possible to use it for kind of Level Editor where player can add hundred of characters. Even if you use For Each it will not works, I already talked with Yves about this years ago.QuoteThe new feature is made exactly for this, runtime loading
That's insane, I'll be able to continue working on my Fusion Engine I started years ago, I'm so happy!
-
About the new Load Animation system, would it be possible to use it when the game is in runtime, to allow player to "mod" or "changes" sprites?
It's an option I dreamed about since 6 years when I start making my own Level Editor. That's really something that was missing, that would be awesome if it's possible :O -
Wow look pretty solide, nice job for the AI, seem hard for me to have a good one for this kind of game.
You're camera looks good too, what's wrong?Did you plan to release the source code when it will be bone? Really curious to know how you manage all of this!
Good luck!
-
Would be really usefull to have some options to disable code line or groups at Build, to have some debug fonctions only on editor.
It's really boring to disable and hide everything related to debug when you want to make a build. -
Spriter is cool but they are a lot of limitations compared to spine, dragonbones, Live2D etc... Seems that Spriter 2 will close the gap, but we didn't have any news from it since a long time... hope it will be release before Fusion 3... XD
-
Quote
Overall, this is a great alternative to creating level editors. I'm going to be super controversial here and say that I don't understand anybody that bothers to make a level editor now - in a complex game with lots of things going on, cutscenes etc, it must be a pain to create.
Could be a pain, but so much usefull, Fusion didn't have a lot of function to help during the creation like all software like Godot or Construct, so having your own editor to make all your cutscenes, levels, etc... could really help you and made the process ease.
But yes, it's not easy to made those own tools, maybe you can try Tiled, it allowed to create map and set objetcs with parameters, you can export this in XML and use them in Fusion, i Used this from the past but I'm not remember if the XML object was perfect, I remember some issues about it. -
Ok I just checked some topics after my post, it seems that the Child Events are not working as espected.
If I add the same ligne "ID for "entity" = "ID another Entity" in the Child, it's working. I assume Childs events works like :QuoteIf Condition A true
-> Ignore previous condition and do ThatInstead of
QuoteIf Condition A true
-> Do that if Previous Condition still trueIt's not very logical?
Anyway, it's working so that's the more important -
Hello,
Just notice something today, don't know if it's normal, but it's kind of problematic for me...
If I want to use For Each loop to select an item, and do an action on it "for exemple Destroy" it will work, but if I used child line, it seems that the For Each didn't work yet.For exemple :
Please login to see this attachment.
This one will work and destroy only the Event with the same ID-----------------------------------------
Please login to see this attachment.
This one will destroy all the Events.It's not logic for me, a child should have the same conditions than his parents, so is it a bug?
Thanks a lot. -
You're the best, thanks a lot!
-
That's pretty amazing Sergio, I would be really intersted about how you achieve that!
Did you use shaders to change the ambiance color? -
Yes I am! Very happy that you enjoy the game, thank you.
Hope you'll be able to make a greater Metroidvania on your side, I'll keep an eye on this! -
Don't forget that for games like SOTN, everything is not on one big map but rather divided into several parts. The cave zone will be on one array, the entrance on another, etc...
For my Metroidvania Games, I prefer to use a single frame for the all game, but divided for each room. I also created a Tool for Minimap, where I sync value with the name of the map :Please login to see this attachment.
Probably not the best way, but it's worked pretty well. -
Really sorry to hear that, I never talked to Paul, but it's still sad to lose someone sharing the same passion on the same place.
Rest in Peace, and all my thoughts for his family. -
I'm not programmer so it's possible i'll say something stupid, but what would be the interest?
I mean, it's the same thing as if we code with fusion, except that we have to write everything at the hand, without interface, I can't see the added value. -
Yep, probably better to do like this, that's probably why I never used built-in fade before
Such a shame this function is not perfect, could be really usefull.
NVM, thanks a lot!