Posts by hugob
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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Thanks Janette! The challenge is that users can create very complex levels themselves, which should also be shareable. It's not just some basic scores etc, but I'm using a 3-axes array to store a ton of data of the level across a multilayered 100x100 grid level size (floor tiles, objects, lights, npc's, monsters, etc) and the dialog and text should support very extensive complex structures linked to up to dozens if not over one hundred NPCs and monsters that all can have custom descriptions, dialog, etc. That makes me think I'm stuck to using separate arrays. But again, if a player copies a level from another creator into the game directory, they should be able to load it from the application, but if I use the array file loader option, I don't know how to capture what level (number) array they selected, so I could load the associate string array as well.
Any other suggestions..?
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Thanks Willy! This is definitely an option, also with saving. However, my application will allow users to save and load multiple levels, not just one. I understand I can ask the user for the level names through an input from a text input field, but how can I know which level the user wants to load? Because I want to present the user an overview of the levels he can load into the editor. Can I somehow get this info by scanning a particular folder?
If I use the file loader, it loads only one array or I should be able to somehow read out what the file name is the user loaded using the file loader and then after that also load the string array as "levelname_dialog.arr", but have really no idea how to do this. Any ideas?
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Hi all,
I made good progress with my project that allows players to not only play a dungeon crawler experience, but build their own levels and ultimately full campaigns. Here's a quick impression!
Please login to see this attachment.
The levels data is currently stored in a numberical array that builds the level by loading tiles, monsters and items, which all have unique numbers and are then placed through a fast-loop.
However, I am now at the point where I want to add cutscenes with dialogue and for this each level needs to be storing strings as well, but obviously this cannot be done in a numerical array.
I've added a new string array object to the scene, but my problem is: how can I made the saving and loading experience for the different levels easy? Before I used the Load and Save via file selector, but this only works for 1 array file.
Any ideas how I could build it so that users only have to load or save 1 time and it automatically loads / saves both the numerical and string arrays?
Cheers,
Hugo
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Awesome, I didn't know this was buillt-in! Such a great software.. 😎 Thanks Marbenx! 🙏🏼
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Hi all!
I'm building a RPG editor for users to build their own roleplaying adventures.
You can place monsters on the map and consequently pick them up and drop them on other spots. The map is grid based and the monsters are positioned on a grid map, but they are taller than the tile grid, so let's say if a monster X is standing on grid location 3,3 an another monster Y is standing below that monster on grid location 3,4 monster Y will overlap monster X. Now if I'd pick up monster Y and place it above monster X at 3,2 it should be put behind monster X. And if monster Z would be standing at 3,1 monster Y in 3,2 should be in front monster Z at 3,1 and behind monster X at 3,3. I hope I made clear what I'm trying to do! I've been trying to solve this by storing the X grid coordinate and Y grid coordinate in each monster.
Here is a screenshot of the layering going wrong in my approach:
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My followed approach is: when putting down a monster, I would record the X,Y grid value and then look at 5 places above the monster and 5 places below and then run consequently:
- IF monster_X_grid is monster_select_X -5 then move to front
- IF monster_X_grid is monster_select_X -4 then move to front
- IF monster_X_grid is monster_select_X -3 then move to front
- IF monster_X_grid is monster_select_X -2 then move to front
- IF monster_X_grid is monster_select_X -1 then move to front
- Move monster_select_X to front
- IF monster_X_grid is monster_select_X +1 then move to front
- IF monster_X_grid is monster_select_X +2 then move to front
- IF monster_X_grid is monster_select_X +3 then move to front
- IF monster_X_grid is monster_select_X +4 then move to front
- IF monster_X_grid is monster_select_X +5 then move to front
I'm sure my code approach super messy and sadly it is also not working correctly. Some times it does, but often it does not. I can imagine layering of overlapping objects is a thing that is done all the time in games built with Fusion, so I'm sure there must be a better way! Any tips on how to adjust layering when objects are placed behind and in front of each other in a 3D view?
Thanks!
Hugo
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A bit late but thanks so much for the response, this is definitely super helpful! I got it to work thanks to your examples, so thank you so much 🙏
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With "canvas" I mean the whole frame dimensions btw
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Hi all,
I'm making an application that allows the user to draw using backdrops across the canvas. The canvas is larger than the screen resolution, so the user can use scrolling to go around. I want to be able to capture the complete canvas as an image. I tried the Screen Capture Object, but this only saves the visible screen. So my question is: is there a way to save the complete canvas (or in any case where the user has drawn, also outside the visible screen) to a .png image?
Thanks a lot in advance for any help!
Best, Hugo
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Copy and paste your create code.
Your post sounds like create object by name combined with referencing a qualifier breaks scope. I just tested it in a standalone MFA and it does not break scope.
Makes sure that your variables are set immediately after creation of your objects. If you do anything else inbetween scope will be broken and all instances of objects within your qualifier will be affected.
Yes, indeed that seems the case. I'm doing it exactly after creation, but it seems it doesn't link the qualifier "Enemies" with the Create object by name. My create code is as follows:
On loop "BuildRowEnemies"
Set X position ActiveObject to X ("ActiveObject") + value ("Counter_gridsize")
Ad 1 to X dimension indeze of Array
CreateStr$(ValueAtXYX"Array", index x("Array"), index y("Array"), 2) at (0,0) from ActiveObject
Group.Enemies : Set AlterableValue A to ValueAtXYZ ("Array"), index x("Array"), indez y("Array"), 3)So I move the active object horizontally across the screen and create the enemies based on the array values. But what happens is that all enemies end up with the AlterableValueA as the last enemie, instead of each having their own specific value.
Thanks for helping out!
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Hi,
I'm working on a game with a level editor. In this level editor you can create level tiles and enemies, which are stored in a 3-dimensional array (tiles on Z=1, enemies on Z=2). The enemies are stored as a string, e.g. "1", "2", "3', etc, so when loading the level, I can create them as an active object using their name. So a fastloop reading through the array and creating the enemies through CreateStr$(ValueAtXYZ"Array"). It then creates the enemy that is stored in the current position of the Array, e.g. enemy 1, 2, 3, etc.
I would like to store specific enemy behaviours in the same X,Y position of the array, but then in Z=3 (vs Z=2 where the enemy type is stored). This way, I can use one enemy type, but have different characteristics stored in Z=3. For example the amount of life. So if an enemy from Z=2 in the array is loaded, that when creating this enemy, at the same time it loads the value from Z=3 and assigns this to Alterable Value A (which is used for enemy life points).
I've tried to do this directly when creating the enemy and then Assigning Alt.Variable A of group Enemies to ArrayX,Y,Z=3 , but what happens is that ALL enemies are affected, instead of the object (enemy) that was just created using the CreateStr$(ValueAtXYZ"Array") function.
So my question is: how I could assign specific values to a specific object created using string name? Hope this is possible, thanks!
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Can you share a mfa with the issue?
Thanks for asking about this! I created a simple scene to mimic the issue and the sound issue persisted in this new simple setup. However, I then noticed I was working in an old file format of Multimedia Fusion 1 (I sometimes pick up old game projects, which are still in MMF1 format). When I copied the frame and pasted it in a new application (MMF2 format), this solved the issue, so apparently it was a compatitbility issue! Thanks for helping me find this out, I was going crazy haha. Happy this is resolved!
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Hi, I'm trying to plan multiple sample simultaneously, but somehow this doesn't work. What I'm doing:
- Start of Frame : plan sample X (unlimited loop) in channel X
- If player collides with enemy play sample Y in channel YSo I start the sample for the background music in a different channel than the sample that plays when the player is hit by an enemy, but still the music stops playing the moment the "enemy hit sample" plays.
Anybody has an idea what I'm doing wrong?
Best, Hugo
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Hi all, after having neglectled Fusion for over 2 years, I'm back working on an (old) RPG project and made a level editor which loads the level using the Array object (where the level info is stored) and an Active Picture Object (where the various tiles are stored).
In a 100x100 map the loading time is very long, around 20 seconds, with not even using every tile. This is not really acceptable, especially since I still need to add loading of furnitures, items, monsters, etc. I am quite sure this has to do with the Active Picture Object (APO) loading times.
While building the level I do a load from the APO with every tile in the 100x100 grid, so that's quick 5000 loads (I'm not stamping a picture for tile in the grid) of a 128x100 pixels bitmap per tile. Since I only have around 100 unique tile pictures, I'm think the solution to speed up the loading could be by only loading those 100 tiles in the game and then stamp them directly..?
MY QUESTION: Is there a way to speed up the loading from an Active Picture Object (APO) i.e. by loading the images to an Active Object and then stamping them? Or any other solution for the slow loading from the APO with high volumes / large tiles?
Thanks!
Hugo
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Thanks for the responses guys! Jeff: from a business perspective this is probably true, but I just want as many people to play, including the ones unfortunate to carry low-end devices..
Kimera: Thanks, I will definitely check out the emulator as soon as I find the time. I tried lowering the framerate to 30 and this actually worked very well to speed it up, without really compromising the game experience. -
Hi guys,
I released my first ever Android game 10 days ago and already got 17.000 downloads, so I'm quite happy already!
A big issue I'm having though is that I get a lot of 1 star ratings because the game is running too slow on old Android devices, while many others are voting 5 stars (probably because it runs okay and of course because they like it)
Three questions:
1) Could I fix this by lowering the frame rate to 25? I noticed the frame rate is set to 50 by default. If I change it to 25 it still seems to run okay (though some thing in slow-mo) so this would be an option, but would this speed up the game on older devices?
2) Any other suggestions to speed up for older devices? I don't think I'm using any "expensive" code, since it's quite a simple game, so I don't expect a lot from optimisation there. But still, tips in that field are welcome too!
3) Is there an emulator or anything I could use to at least get an idea on how the game will run on old devices?Thanks!
Best, Hugo
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Hi,
I'm looking for a way to track how often a user started the game, so I want to be able to store a value which remains stored after the game closes. In a way similar to the high score object (these values are also remembered).
I read about using the INI object to store such values, but this sounds like a typical Windows feature. Could anyone confirm this works on Android as well OR tell me another way to store values permanently?
Thanks!
Hugo