Not sure if there's a way to reset it, but something you could do is get a random value from elsewhere and use that as the randomize seed instead. The current system clock/time works great, either the 'timestamp' object (windows only) which can retrieve the 'unix time stamp', or the clock object and multiplying/adding the numbers together
Posts by marbenx
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.
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The 'simplest' way I can think of doing it is by creating a second (invisible) object that is the same as the first larger object, but with the sprite being 'inverted' so all the empty space is filled, and the filled space of the original sprite is empty in the new sprite. Then check to see if it is overlapping one object but not the other
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This can happen if you have a global value that shares the same name ("xspeed") as the object's alterable value - changing the name of either one should fix it
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You can do global events with qualifiers with the 2.5+DLC, otherwise I guess your best bet might be
- making one large level rather than splitting them up, or
- keeping everything in the one frame and saving/loading the level layout at the beginning of that frame
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On the bottom right hand corner of the "Insert New Object" dialog is a bunch of checkboxes under the label "Platforms" - are any of those selected?
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Pasted background objects count towards the limits as well. There's a couple things you can do though to go around this
- Use the 'surface' object to blit the background
OR you could take an approach such as;
- Keep background objects such as shell casings/decals as active objects, until they're outside of the player's view
- Once they're outside of the player's view, delete a bunch of them (say 90% of them)
- For the remaining 10%, change the animation so that instead of one shell casing, there's 10 or so of them, in a larger area
- Then paste it into the background
The second version won't be 'accurate' but if you're dealing with thousands of them at a time, the player probably won't notice
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They should be inside the 'effects' folder - you might need to restart fusion to see them after you put them in there.
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There's also a bunch of shaders here
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I've had (what I think is) the same problem in the past - the objects just seem to be deleted for some reason. I *think* it would happen after zooming in/out or scrolling. Saving and reloading didn't fix it, it just made the changes permanent.
This was prior to the 2.5+ release though, when I had everything inside of one big frame (and prior to tabbed editors I believe). Once I started seperating things out into other frames it *seemed* to stop happening, but I assume you're also already doing that
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I got this on itch and fusion won't open the mfas you included - it says it was made with a newer version of the program, but when I check for fusion updates, it says it's updated. Any thoughts on what's happening?
Are you using the 2.5+ DLC? you can only use custom qualifier icons in 2.5+
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On desktop there should be a button that says "Edit Profile" (either on the top banner, or the big section in the middle that takes up half the screen). On the edit profile screen if you click on your avatar it should take you to a page with the option of uploading a new one. Not sure what it the process is on mobile browser but I imagine it's similar
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You cannot give a regular backdrop object a qualifier, but the storyboard object has the action "Backdrops > Delete all created backdrops" and will let you specify the layer
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If you self publish (do it yourself) there's a $100USD steam direct fee. If you make $1,000USD in sales you recoup it.
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Otherwise, if you're working with a publisher they will typically handle all the steam/distribution stuff for you. Every publisher works differently but you'll typically be giving them a %age of your profits. A publisher might give you money to develop the game at the beginning, but they earn that money back. They might take 100% of profit until they earn their initial investment back, then split revenue afterwards but again it's going to depend on the publisher.
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Assuming you've got the hotspot for each object at their feet, the Layer object should let you sort by Y (decreasing) which is probably the simplest way to do it
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When the X position of the crosshair is lower than the player
- set the shader to vertically flip
When the X position of the crosshair is greater than the player
- remove the shader effect (set it to none)
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There's a couple ways you could do it
- Have a second version of the sprite (in another animation frame or another direction) with the same image flipped upside down - then change the sprite depending on whether the crosshair's X position is further left or right than the player
- Use a shader to vertically flip the sprite depending on the the crosshair's position
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The 'special' object (gear icon) has a condition that lets you detect the runtime
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edit: oh, I just reread your post and realised I misinterpreted your question as detecting if the device is iOS or android, sorry!
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If you change it to 'overlapping a backdrop' instead of 'collides with the background' it works.
Correct - but collisions are much more performant than overlaps (especially in my intended case where I'll have possibly hundreds of these objects on the screen at once)
I've noticed the same thing appears to happen with the 'animation has finished playing' condition as well - scoping on the immediate if type conditions seems not play nice with other conditions that might scope the same object/qualifier