Posts by ragem

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.

    Right, so I went ahead and tossed together a few quick fixes for this issue, along with a few other problems that also cropped up in the form of RPM Plus v2.3.01! Special thanks to [MENTION=18480]elvisish[/MENTION] for a few ideas as well. :]

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    -Added "_AttributeCheck" to the Player Attributes Widget. This checks to see if the default Player Attributes was automatically changed by RPM at the start of the frame. The Player Attributes object will carry this information to the next frame due to being a global object.

    -Added "CeilingCheck" value to the Ledge Confirm detector. This checks for a ceiling after the player begins to climb up a ledge. If it detects one while this value is active, the mask will automatically go into a Crouching state.

    -Added "_MultiJumpWallSlideBuffer" to the Player Attributes Object. This value keeps multi-jump from applying when the player performs a wall jump, allowing them to retain any remaining multi-jumps afterwards.

    -Grabbing a ledge will now reset MultiJump back to 0.

    -Fixed an issue where Aerial Crouch was still active if you grabbed a ledge.

    That was a bit of an oversight on my part there. :pacman:

    The Player Attributes Object does divide the initial int values to float at the start, but making it global stacks this since it retains the values from the previous frame. I missed it because I got in the habit of setting the float values directly in Object Behaviors when a Player Object is detected since you can set it to be unique for each character sprite. I'll have to switch it back once I'm able to work on v2.3.01. Would be nice if we could just place float values directly in the Frame Editor, but I guess there's a limitation somewhere.

    Also the Clickstore version should hopefully be updated soon, though as before you can always PM me your order number from Clickstore to get the itch.io version.

    Alright its been a while, but I bring to you a rather hefty update to RPM Plus in the form of v2.3! There's tons of little fixes made throughout the main code. If you modified the main code before you uh, might want to reapply the mods to the new version. >:) Also shoutout to [MENTION=15682]Volnaiskra[/MENTION] for allowing me to implement support for VACCiNE 2, so you no longer have to rely on my bland system!

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    -Added support for Volnaiskra's VACCiNE 2 input system. VACCiNE 2 is a universal input system that automatically adds support to a multitude of gamepads, without having to manually program them into Fusion yourself.

    -Fire3 and Fire4 are now associated with B and Y on the default XBOX configuration.

    -The Player Input Object has been expanded to include Triggers/Bumpers/Stick Click by default. This includes hold values and being read in the Input Reader.

    -Fire1/2/3/4 now have cardinal directions applied to their name to make it easier to figure out what gamepad button its associated with.

    -2-Player Mode has been updated with all of the current changes to RPM. Moving Platforms still isn't quite supported, however.

    -Fixed an issue where some calcuations were not consistent when Frame Skip was active, such as the player jump height. deltaTime will now maintain a specific value as long as its within the Target FPS range.

    -RPM's internal framerate cap of 120FPS was removed, though 120FPS is still the recommended maximum.

    -"_JumpInputMade" in the player mask has been renamed "_TriggerJump".

    -The jump routine can now be activated by setting "_TriggerJump" in the player Mask to "Y". "PlayerPressedJump" in the Player States Widget replaces "_JumpInputMade"'s original functionality.

    -The default "JumpInputBuffer" value in the Player Input Widget has been increased to 6.

    -The intial jump routine now subtracts 2 pixels from Y instead of 1. This ensures jump will work better at higher framerates.

    -deltaTime will now always stay at 1 if Frame Skip is disabled.

    -Added LedgeGrab ClimbUpDelay to the Player Attributes Widget. When the player climbs up a ledge (By default, using the Up key), a delay is activated before the player moves up the ledge. This allows time to play an animation of the character climbing up.

    -The Player States Widget has a new state for when the ClimbUp routine is activated.

    -Added Disable Ledge ClimbUp Reposition to the Player Attribute Widget. When active, the player will not automatically go to the top of the ledge after the Climb Up delay. The mask will simply fall off unless instructed to move a different way during the delay.

    -Added the Ledge Snap detector. This sits between the other two ledge detectors and helps keep the mask locked on the ledge on the Y Axis. If you used Ledge Grab before, it will break without this object!

    -Added One Button LedgeDrop to the Player Attributes Widget. When active, you simply have to press one button to drop down (Down key by default), as opposed to holding Down and then Jump/Fire 1.

    -Added Ladder Buffer to the Player Attributes Widget. When enabled, the mask will need to overlap any Ladder object a bit closer to its center before it can grab on to it. Disabling it will keep the old system where you can latch on as long as the mask touches it anywhere.

    -Added WallSlideJump XSpeed, WallSlideJump YSpeed, and WallSlideDown YSpeed to the Player Attributes Widget. These were originally hard-coded values that controlled how fast the player would move during a Wall Slide routine, but now can be easily modified in the Widget. WallSlideJump affects how far the player will jump off a wall, while WallSlideDown affects how fast the player slides down a wall. Note that the values placed in the Widget will be automatically divided by 10 for the Player Mask.

    -Added GroundTime to Player States Widget. This simply counts how many frames the player has been on the ground. It automatically resets if the player leaves the ground.

    -Added Disable BoostX Decel flag to the Player Attributes Widget. This allows BoostX to either hold or continually add towards its base value when active.

    -Added a horizontal Wind Tunnel gadget, which pushes the player backward when they overlap the object. This object makes use of BoostX and Disable BoostX Decel in the object's behaviors.

    -Fixed an issue where BoostX wasn't being factored into deltaTime, so it should now maintain the same pace at different framerates.

    -Added Enable Debug Keys to the Engine Widget. You can use this flag to toggle on or off these fuctions instead of disabling the group in the Event Editor. By default, this option is disabled.

    -Added Unlink Sprite to Mask to the Engine Widget. When active, the player sprite will no longer attach itself to the player mask.

    -Angle Detection now works if the player is moving with BoostX.

    -"PlayerDroppedThruPlatform" in the Player States Widget will now reset to "N" if the player's YSpeed is lower than 0.

    -Fixed an issue where Manual Position on the Master Camera Object did not function properly. All of the events that originally containted actions that moved the Camera (including those found in the Movement, Pushout, and Room Camera groups) were consoldaited into the Camera Setup group. These actions are now disabled when Manual Position is activated.

    -Fixed an issue where the player could get stuck in scenery if they tried to jump under a very low ceiling. RPM now forces Crouch Jump to activate if it detects a low ceiling while the player is crouching, preventing the mask from changing size when you jump. _CrouchJumpCheck was added to the Engine Widget to detect if Crouch Jump was enabled at the start of the frame. If not, Crouch Jump will disable itself once the ceiling is clear.

    -Fixed an issue where the player would be pushed back if they crawled into a wall while in a tight space.

    -Fixed an issue where the player could still jump in mid-air if they set Max Jumps to 1.

    -Fixed an issue where the player couldn't climb up properly if the mask was standing on the ground.

    -Fixed an issue where Jump Buffer could be repeatidly triggered by hold both the Left and Right keys simutaneously.

    -The Floor Detector can now detect ladders from a further distance when standing over one.

    -The conveyer gadget now uses BoostX to move the player instead of using RePosX directly.

    -The Super Basic Stage now has a small area to test crouch jumps, and a sloped area that goes into a ceiling. Also added are new curved sloped platforms in various areas.

    -The Quick Reference guide has been updated to reflect the current version of RPM Plus. Note that it may go over features not found in the Standard or Super Basic Edition of RPM.

    Per usual, Clickstore edition coming soon-ish.

    Will the clickstore version stop being updated?


    The Clickstore version comes out later due to the fact that I don’t have full control of the listing. I’ve already submitted the latest version (which includes a few hot fixes) so I’m just waiting for it to be posted. It’s why I offer to generate a key for the itch.io version to Clickstore customers since I can update that at anytime.

    Been a while, but I got a new version of RPM Plus (v2.2) for ya. There was a bunch of tweaks made throughout to get some of the new stuff running. So if you modded RPM's base code you uh, may have to mod it again if you want to use the latest version. :pacman:

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    -deltaTime was reworked to allow better support for framerates up to 120FPS. "_Ticks" was added to the Engine Widget to work in conjunction with Fusions internal timer, and works automatically when Frame Skip is enabled.

    -"_FrameSkip Sync" in the Engine Widget is now called "_deltaTime".

    -Target FPS was re-added back the Engine Widget, which now changes Fusion's internal framerate at the start of the frame. This value is now used to apply proper deltaTime when Frame Skip is disabled, allowing you to use different framerates without having to enable Frame Skip.

    -Frame Skip is now enabled by default. You can also alter the framerate during gameplay using Y (30FPS), U (60FPS), I (90FPS), O (120FPS), and P ("144FPS"). This is part of the Debug Keys group and can be removed by disabling this group.

    -Fixed an issue where NPC Mask objects added too much X/YSpeed compared to what was actually set, and can now change its speed properly at different framerates.

    -Added Surface Finder detectors. This is a series of detectors that looks for any platform directly below the player, and determines the distance between the ground and where the player is (located in the Player States widget). The Surface Confirm detector will be permantely affixed to the ground, while the Surface Finder will search for any new platforms the player may jump over to reposition Surface Confirm. You can find the new events in Mask Setup > Character/Detector Position > Surface Finder.

    -Surface Detection Check was added to the Engine Widget to determine how far to check down, defaulting to 50.

    -Angle Detection now relies on the Surface Finder detector to detect angles. This allows it to determine the angle of the ground surface even if the player is airborne. Previously it only worked while the player was physically on the ground, which could lead to potential errors depending on how steep the platform was.

    -Fixed an issue where the angle detectors could glitch out if the player walked on a moving platform from a solid surface.

    -Offset Sprite by Angle was reworked to now only function while the player is on ground, since Angle Detection can now work while airborne.

    -Added Enable Ledge Grab to the Player Attributes Widget. When enabled, the player will be able to grab on to the edge of any backdrop or Solid Object and either jump up from the ledge or drop down by pressing Down + Jump or moving in the opposite direction. Two new detectors, Ledge Blocker and Ledge Confirm, were added to accomodate this. Note that this is primarily intended for Backdrops and Solid Objects, Jump-Thru Objects are not fully supported though you can find events for it located in Player Mask > Special Actions > Ledge Grab. An early version of climbing up a ledge can also be found in this section and can be enabled if you wish.

    -Moving Platforms were re-worked to now base its movement on internal FloatX/FloatY values (Alterable Value AA/AB) rather than the raw position Fusion normally uses. This was changed to allow moving platforms to work properly at different framerates, and allows for more precise movement speeds. A Toggle Buffer (Alterable Value AC) was added for platforms that use Horizontal/Vertical movement to ensure they change directions properly with the new system.

    -Added Enable Moving Platform Momentum to the Player Attributes Widget. When enabled, the player mask will retain the speed of the moving platform when they jump off of one. Note that Aerial Momentum needs to be active for this to work properly, and the mask won't move faster than its current maximum XSpeed unless BurstSpeed Decel is reduced to 0.

    -The Camera object was also completely reworked to use FloatX/Y to move around, while solving issues with it sometimes not completely overlapping the Master Camera (the object it follows).
    The starting speed has been adjusted to be 0.10, and is now part of the "Move with Mask" group.

    -Player Attributes, Angle Detection, Animation Control, and 8 Direction Widgets are now global by default.

    -Flag 1 of the Master Camera was renamed "Set Offset to Player Speed", and is now disabled by default.

    -The Start Position Widget now factors in the Camera's FloatX/Y at the start of the frame.

    Clickstore version coming soon, but as usual if you want the itch.io version just PM me your order number and name and I can generate a key for you.:)

    AWesome stuff! I was just about to drop in and ask for a the updated volCamera.
    Whats the best way to add the update to an already existing project?

    Disable the old RPM code and paste in the updated version to see how your project functions. You'll likely need to either replace or add in the new widgets, which is easily accessible from the Blank template. The Engine Widget, Player Attributes Widget, and Player Mask/Detectors typically receive the bulk of changes, especially in the latest release. You can compare and add in the new values manually if you wish. The least painless way to update RPM is to have most of your player actions buried in Behaviors or in Global Events, then you can delete and replace everything with the Blank template without Fusion completely destroying the code. :pacman:

    Really awesome, and thanks so much for the tireless work you’ve done to RPM lately, it’s really becoming the ultimate platform widget for Fusion!

    Thanks for your support, and especially for all the help you've been providing getting RPM back up to speed!

    Oh, and I got new update for you all. It's got some important fixes I kind of overlooked before, and I added a few other little things too!

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    -Added BoostX to the Player Mask, BoostX Decel to the Player Attributes Widget, and PlayerBoosting to the Player States Widget. This is an additional layer of speed that can stack on top of the current XSpeed of the player. Use Num.Pad 4 and 6 for a temporary boost in speed. This utilizes the RePosX feature of the Attributes Widget, so keep that in mind if you use it for something else. Note that by default RPM will not apply any animations while boosting, so special animations need to be manually added.

    -Added a simple Wind Tunnel gadget that pushes the player upwards. If you hold the jump button, the player can launch out higher.

    -Redid the Ceiling Detector scaling to factor in different mask sizes. The Engine Widget now records the mask's original width and height at the start of the frame to determine how large the detector should be when the player crouches. The ceiling detector ideally should be about 6 pixels high.

    -The size of the mask when crouching was adjusted to be 12 pixels by default, or half of the original size.

    -RePosX/RePosY will no longer apply if a detector collides with a wall, as opposed to relying only on pushout.

    -Pushout strength (forcing the mask out of scenery) can now be modified in the Engine Widget.

    -The default Ground Correction Loops value is now 30.

    -The default Stick To Ground value is now 3.

    -Fixed an issue where the mask would sometimes be pushed back a few pixels if you jumped into a wall.

    -Fixed an issue where disabling Player Collisions didn't actually disable all collisions.

    -Fixed an issue where using Player Pause would still add towards FloatX/FloatY, which would hinder collisions and the camera.

    -Fixed an issue where the Climbing animation wouldn't play if Ignore Player Pause was active.

    While I'm sorting out a few bugs with the next RPM Plus, I've decided to release a little something else...

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    The very first version of RPM from 2016 is now a free download! A lot of the internals of RPM have changed over the years, so figured it was time to show off a bit more of what it could do back in its heyday to the public. The catch of course is that it will be released as-is with zero support or bug fixes.

    Ok, its been a long time coming but with a little push from [MENTION=18480]elvisish[/MENTION] , I finally got off my ass and updated RPM Plus up to v2.1! I've addressed a few of the issues mentioned earlier, so hopefully nothing else broke in the process! ;)

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    -Added the Player States Widget. This widget determines which actions the player is performing, and how long they're performing them. Examples include how long the player has been walking, if they wall jumped, if they fell through a platform, if they shorthop, and plenty of other options. This is meant to abstract and consolidate different values RPM uses into a single object so it's easier to check and understand different actions. The Angela player sprite now uses some of these states to determine if certain actions are possible. The widget will be added to the debugger at the start of the frame.

    -Added support for the latest version of volCAMERA by Volnaiskra. If you own a copy, you can paste over certain events to enable its use in RPM. For further documentation on how to use volCAMERA, contact Volnaiskra on the Clickteam Forumsor on his website!

    -Added the ability to toggle collision detection on Jump-Thru platforms. If Flag 31 is activated on any object in the Jump-Thru Platform group, collision detection will be ignored for that object.

    -Added Enable Hold Jump to the Player Attributes Widget. This makes it so when the player holds the jump button, the mask will always jump when they land on the ground. This also applies to Wall Jumps.

    -Added Aerial Crouch to the Player Attributes Widget.
    This simply allows you to perform a crouch even while airborne.

    -Added QuickTurn Speed to the Player Attributes Widget. When Quick Turn is enabled, this adjusts how fast the player can turn around when they press the
    opposite direction. Originally this used a needlessly complex formula just to reapply the current Deceleration.

    -Added BurstSpeed Deceleration to the Player Attributes Widget. Acceleration was modified so that it no longer applies if it's greater than the MaxXSpeed. This originally caused an issue where if the player continued to hold a direction, they would decelerate quicker than normal than if they made no input. RPM will now slow down the player using the BurstSpeed Deceleration value if they travel faster than normal.

    -Modified the Ceiling Detector so now when the player crouches, the object itself will increase in size. This makes it easier for the object to detect any potential narrow platforms to keep the player crouched. This won't apply to any jump-thru slope
    platforms, as the Ceiling Detector helps determine if one can be landed on.

    Note that the Crouching state in the mask's "Animations" was cropped. If you added anything that uses YTop on the mask, it will need to be adjusted.

    -Modified Push-Out to factor in walking into a potentially tight corner. The mask will be nudged backwards slightly depending on what direction and sensors are
    overlapping the background.

    -Fixed an issue where Jump Buffer didn't actually work at all. It can now be altered from the Player Attributes Widget, and is enabled by default.
    Jump Buffer allows the player a few extra frames to jump after they walk off of a platform. By default, RPM gives 6 frames.

    -Fixed an issue where the mask could still be in the Crouching state during a Wall Slide if they did a Crouch Jump.

    -Fixed an issue where the climbing animation wouldn't play properly if Crouch Jump was enabled in the Player Mask.

    -Renamed Mercy Invunerability to iFrames

    -MultiJump in the Player Attributes Widget is disabled by default, but can be re-enabled by simply changing the default MaxMultiJumps value.

    -Automatic Detection in the Engine Widget is disabled by default. The default Ground and Top Detect values are now 4.

    Per usual, the Clickstore Version will hopefully be up soon, but you can always PM me with your name and order number if you want an itch.io key!

    Hey [MENTION=17839]metztli[/MENTION], appreciate the support!

    If you want to use custom animations, the easiest way is to set "ActivateDefaultAnimations" to 0 in the Animation Control widget while in water. This prevents RPM from playing the characters default animations like Run/Jump/Stand/etc. and allows you to play your own animations instead (i.e. the Attack animations for the included Angela character). You can also deactivate "Direction" to manually set the direction of where you want the player sprite to face. By default RPM sets the direction left or right based on the current movement speed (unless you enable 8 Direction in the Mask object).

    You can also use "ActivateCustomAnimation" which allows you to manually control the animation speed, length, and loop when you play any specified animation. I've been a bit tied up with other things as of late so I really haven't been able to give RPM much focus, but I'll see about getting some sort of example worked up once time allows. :)

    Haha sorry about that! I...kinda put RPM on hiatus for a while to focus on other things. :o

    I haven't looked through VACCINE's code yet, but presumably there should be events that check to see what input is made. You should be able to replace the ones I made with the Player Input Object with whatever VACCINE uses. Whether or not it'll be included in RPM will largely depend on how easily it can be "layered" on top of what I already have, specifically for those who do not have or want to use it (similar to how volCAMERA was implemented).

    [MENTION=21402]zip2kx[/MENTION] could you try sending an .MFA of the issue you're having? The player seems to be able to dash in all 8 directions on my end. Granted by default RPM uses X for Dash/Fire 2 but changing to Shift didn't seem to make a difference. Haven't noticed any pauses either. Which version of RPM are you using?

    [MENTION=18480]elvisish[/MENTION] I haven't gotten my hands on VACCiNE just yet, but once I do (and figure out how to apply it) apart I'll definitely get in contact with [MENTION=15682]Volnaiskra[/MENTION] as far as including part of it with a later RPM update. :)

    Also not sure how true it is or not, but I hear 2.5+ .mfas won't load in standard 2.5 even if they don't use any 2.5+ features? Could put a slight damper on updating the older RPM unless there's an easy way to toggle between the two versions. :V

    Not entirely sure what's going on with Clickstore at the moment. I sent off the update for the initial release of Plus a week ago but never received an update on it's status. I'll PM you so we can get you setup for the itch.io listing.

    Got a new update for RPM Plus for ya! (v2.0.01)

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    -Changed "Auto Side Detect" to "Automatic Detection" in the Engine Widget. This changes the detect values (Aside from SlopeDetect) in the Mask object depending on how fast its going. This is now enabled by default.

    -Added a HTML5 compatible version of RPM's code into the main event editor (NOT the Global Editor!). A few things need to be modified first before trying to export, which is explained in the comments. Apparently HTML5 doesn't like certain kinds of Nested Events?

    -The Player2 Mask is now a Global Object.

    -Fixed an issue where the mask couldn't always fit into a tight space. The SlopeCheck detector should be a few pixels wider than the mask itself.

    -The mask is no longer able to jump if it detects a top collision. This prevents collision errors if the mask tries to jump in a tight space.

    While converting the events over to being Nested I did do a little tinkering with how the detectors function to see if they could be less resource intensive. I haven't tried replicating to see if it works with the non-Plus version but if it does work it'd be pretty nice for an update on that. Profiler showed how bad some of my events really were. :pacman:

    Here we go y'all, time for a special little update:

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    :cf25+:RPM has been updated to RPM Plus (v2.0), using the new features found in Fusion 2.5+!:cf25+:

    -All RPM events are now global. This means you no longer have to paste RPM's code into every frame, and any updates will also apply.
    -Almost every event have been re-optimizted to take advantage of Fusion 2.5+'s Child Events. This makes modifying various aspects much less time consuming and easier.

    -The "Use Detectors" option in the Engine Widget now takes up signifcantly less resources.
    -2-Player RPM has been updated to reflect the new changes, with very few compromises between players.
    -Qualifiers have now been renamed and have new icons to make them easier to see in the Event Editor.
    -DirectX 11 is now the default display option.
    -The sizes and hotspots of the detectors have been adjusted.
    -Added AirDashLimit, AirDashXSpeed, AirDashYSpeed, and WallSlideBuffer to the Player Attributes Widget. These were previously hard-coded values, but now can be modified here.

    AirDashLimit determines how long Air Dash lasts
    AirDashXSpeed/YSpeed determines how fast the mask goes in either direction
    WallSlideBuffer determines how long before the mask falls off if no player input is made

    -Fixed an issue where SlopeUp SlowDown could potentially slow down the mask if it traveled too fast.

    While I've gone through a boatload of testing, there's still a slight chance that there could be a hiccup hiding somewhere. Just give me a holler if something shows up! If you're wondering about v1.9, the regular version of RPM will receive some minor updates here and there under that banner, but RPM Plus will likely have a larger focus.

    Don't forget, if you bought it from Clickstore and want the itch.io version, please PM me your order details! Clickstore version will be coming as soon as possible!