Posts by Jonas

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!

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    you could also consider "freeing" the enemy by including other directions and let him roam across the screen,
    or also retain its changed direction when shooting, so that the enemy could actually "chase you" in the alien spaceship
    (if you want, I can put up an example)


    Oh this sounds great. I would LOVE to see an example of this. I am still a beginner at Fusion 2.5 (I worked a lot with Unity in the past, but I think for 2D Games Fusion is just more straight forward), so I am glad for any help and examples I can get! :D

    oh, you were faster and already have another solution :D
    this works nice, but isn't it kind of impractical, that with the you always need to "bounce" the enemy between two obstacles that way?
    EDIT: By this I mean, maybe later I would need an enemy to patrol a narrow bridge without any colliders were he can bounce of or something... it's sad that the path movement does not work as it should :(
    anyway, thank you very much again for your kind help, I would have never figured that out alone!

    hey schrodinger,

    thank you, the graphics are by Oryx Design Lab, so all praise goes to them ^^ (i am just realy bad at "drawing stuff", that's why I bought the stuff from Oryx, the stuff by him (or them?) is super cool :D).
    Anyway, thank you very much for your help, it is nice to hear, that this does not seem to be a problem on my end X)
    But I observed a new Problem now. When the Enemy is facing the Player, he stops his movement but the animation is still set to walking. I guess I can fix that by myself if I just say he should switch the animation to "Stopped", but in the file I got from you I can somehow in the event editor not see the player and enemy active anymore in the top row. I can still see what you did in the event list editor though. Did you hide some objects or something?
    EDIT: Oh, now I figured it out by myself, sorry that I bothered you, but I never realized the bar with the hide options X)

    Hey, thank you for the answer, I guess you mean "Animation->restore->Animation Sequence"?
    I tried that, and it did not work, tried "restore->Animation Direction" and "Animation Frame" too, but it still does that silly thing.
    I attached to the file what I have done so far, maybe I did some error earlier. Please login to see this attachment.

    Regarding my second question, is there a way I can determine where my enemy is facing?

    EDIT: Okay, I got that second one by myself ^^

    Hey all,

    I am still trying to put my little top down shooter together and this time I have a problem with the enemy behaviour. I created an enemy who utilizes the seeing AI out of this tutorial:
    Please login to see this link.
    My enemy moves along a path. When one of the "seeing bullets" hits the player, I programmed the following:
    -Launch a bullet in the direction of the player
    -Look at the player
    -Stop (the movement)
    -Set "awareness timer to 2"

    Each second now, I subtract 1 from the awareness timer and if it reaches 0 I said movement->start.
    All in all this works fine, but I have one small thing that bothers me:
    When the enemy starts to move again, he is stuck in the stoped animation looking at the player. He still moves (without playing the walking animation) and after he reaches the last pathpoint and walks back the path, the animation get's played again like normal.
    I guess I have to tell the enemy somehow, that he should stop loking at the player manually, but I can not figure out how.
    As always, take my thanks in advance for any help! :)

    EDIT:
    Another side question I already asked the creator of the tutorial:
    Is it possible, to shoot the "see bullets" only in the directions in which the enemy is facing atm? So the bullets would shoot at 11, 9 and 7 o'clock if he moves to the left and at 1, 3 and 5 o'clock if he moves to the right?
    EDIT2:
    Okay, so I worked on and managed to start the walking animation again, when the enemy moves on. But the direction he is facing is still the one where he last detected the player until he finished the path and starts all over again. :(

    schrodinger: This worked, thank you very much!
    But now I have another problem. My character has a Stoped animation for each direction in which he can walk (only 1 frame long), but since I set "always look at" the hit object it is not working anymore and he is always looking in the down direction when I stop walking. I tried to set a stop animation for the directions for the hit object aswell (just a black dot so there is something) but this did not change anything.

    Hey thank you everyone for the Help. I tried it your way, Ziplock, since you uploaded me this nice example, but there is one thing I can not get to work. In your example the "Hittest" and the "Character" object are not in the same position in the beginning, but somehow you manage to set them in the same position when the app is starting. Somehow I am not able to accomplish that, for me both objects are just moving relativ to each other, but are next to each other and not in the same position.

    SolarB
    Your approach sounds interesting aswell, but I am not sure if I am choosing the right statements because all I can find is "change animation sequence to mask" and "restore animation sequence". And this does nothing except the walking animations are not played back correctly anymore. If you could upload an example I would be very thankfull :)

    Hi everyone,

    I am playing arround with Fusion, making a tiny 8bit top down shooter. I have tiles that are all 8x8 pixels and I stretched them to 32x32 for better visibillity. The problem that I have is, that I have a door opening that is exactly one tile wide, which is the same as my character and this results in the player having to be very accurate with the movement or the character gets stuck in the walls left and right of the opening. The only solution I can think of is to cut a slice from the walls of each side of the opening and make them individual objects that do not collide with the character. But I think it would be nicer, if I could just somehow make the collidable area of my objects smaler, so is there a way to do this? Or is there any other solution you can think of?
    Thank you very much for the help in advance!

    Hello,

    I have a problem. I am trying to build my app as an .apk with the android exporter, but I am getting a build error all the time.
    This is what the error log says:

    I tried to solve the problem by myself and searched a lot through this forum, but I can not find the Problem. As far as I see, I have set up everything correctly. Here are a few screenshots of my Android SDK Manager etc.
    Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.

    I realy don't know what I did wrong :(
    Do I need to install the latest Android API ? Because I tried that but the Android SDK Manager ist telling me that something is missing to install that.
    I would realy appreciate any help!

    EDIT: I found a solution for this by myself, I tend to find solutions right after I give up and write a Post in here, sorry about that!
    But maybe for other users who experience the same issue (everything seems set up right, but the error anyhow), check if the path under properties is REALY the right Android SDK. Due to a problem I experienced earlier while downloading the Android SDK I downloaded the SDK Manager twice and, as I just found out, ended up with TWO Android SDKs. One was locatet under
    C:\Program Files (x86)\Android\ and the other one was in C:\Users\Jonas\AppData\Local\Android\
    the path in Fusion was set to the later one (which was the one installed first) but It did not have all the APIs installed there. I changed the path and it worked fine! NowI am realy happy to see my App running on Android <3

    Hello everyone!
    Since I am a new User of Fusion 2.5 and new in this Forum, let me introduce myself quickly :)
    My name is Jonas, I live in Germany and I am studying Game Programming at the moment. At my School I use mostly C# and Unity3D but I was fascinated about the fast progress I can make with Fusion 2.5 (tried the free Version) and found it to be the perfect tool for some 2D Projects I am planing to make. While I did the first built-in Tutorials, I am still in the exploration phase, toying arround, trying different things and so on.
    Now about my question: I am trying to make a casual puzzle kind of game at the moment. The Idea is, that the user has to click on a Button when an Object is in a specific area and then the object is destroyed. The Objects are falling down from the top by themselfs, so its all a matter of timing. For the thing to work, I have to check if the Object is in the specific area and if the user presses the button. I guess this should not be too hard, but I just can not find out how to do it in Fusion 2.5
    Maybe I am thinking to much in C# or something X)
    In code I would use an and Operator, so that the object only gets destroyed, if the object is in the specific area and the user presses the button.
    I am aware that this must be a total noob question and I tried google and searching in this forum, but I realy could not find anything that helped me with this.

    Regards,
    Jonas

    EDIT: To clarify it a bit, I want to check if both conditions (Object is in the area and user clicks the Button) are true before destroying the object.