You can easily and a single condition that checks if the alpha level of the "fog" active is >= 255 and then destroy or trigger some flag that keeps the alpha level at 255. Also thanks Marv for your library of examples! They have really been a guide for me throughout all my projects.
Posts by lootercuster
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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Here's an example I made:
Please login to see this attachment.
Hope it helps.
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I have a main app sized 240 x 436
I have a sub app sized 200 x 200
I placed the sub app into the center my main app.In Fusion, the sub app works normally, but on the ios simulator and device, the sub app appears to have a portion chopped off.
Has anyone come across this same issue before?
(Note: My next step will be to submit a bugbox ticket)
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Hey! Does anyone have any tips and tricks on special effects they can share?
Here's what my effects look like in my game: Please login to see this link.
As you can tell, they look really bad...So would anybody like to offer ways of implementing special effects either using animations, particles, or a combination, or some other way?
It would be great if anyone could post some mfa examples of special effects they have in their stash.Note: I prefer not to use shaders or alpha channels and effects with hundreds of particles
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Hi, not sure how i'm not able to figure this out:
I need to create 8 instances of an active object and set them each to 8 different directions in a one or 2 events.
- You can't just create 8 objects and set each one to a direction since that will make all of them set to the last direction you put in.
Elegant fastloop solution anyone??
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You should be using groups when incorporating GUI's such as inventory in your game. You can place the event that sends the player to the front in a group where the game actions occur and deactivate that group when you open your inventory.
Also, you should have your GUI's in a separate layer above the game layer. This way, all actives,backdrops, quick backdrops will be in front of any objects in layers below it. Make sure to set the GUI layer x and y coefficients to 0 so they don't move when you scroll the frame.
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Since buttons are part of the GUI overlay in your app, its most likely a better idea to create a separate layer with 0 x and y coefficients on top as the GUI layer and then put the buttons there.
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I also have some advice. The debugger causes your game to lag while testing too. If you have objects in the debugger it will lag even more. If you want to realistically test your game's efficiency, close the debugger.
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1920/256 is integer division right? so that makes 7 since integer division cuts off the decimal. Therefore it becomes Ceil(7) which is just 7. It's annoying order of operation.
In order to solve this problem, you must do Ceil(1920.0 / 256). Force it to do a float division. As long as 1 float is in a calculation, it will become a float.
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You can use an alterable value instead of a flag. But since you may already be using different alterable values in different objects, you can use an alterable string that can either be "0" or "2". In this case, you should use a text array instead of a numeric array.
But if that isn't possible, all you can do is do a for each loop for each flag# you need to save and have a condition that tests to see if the flag is on > store '1' to the array position. If you have a ton of flags, you're going to need to have multiple fastloops/foreach loops depending the # of flags for the objects. I think its totally ok to have a bunch of inefficient loops for saving since you only do it once right? Hope this helps!
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I have a good feeling that since fusion 3 will be completely new and recoded, they will come with a super awesome debug system that includes more features. One very useful but unlikely feature would be the ability to pause the code and see real time info like in arrays and alterable values.
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I'm running ios 8.1 on a Iphone 6. Also I tried plugging and unplugging and it had no effect
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Apart from frame rate, you can't really tell how efficient your game is performing on lets say a mobile device.
Hmm. If only there was some kind of extension or feature in fusion that tells you how many events are checked and/or activated during each tick/loop of the event editor.
With this feature, you could know which part of your code is KILLING your CPU. This feature will become handy when you are optimizing your code. This allows beginners (including me) to know which set of fastloops to stow away into a deactivated group.
I see fusion as a blackbox and I have can only guess at how fusion orders and executes the events. But with this feature I can say, "Oh shoot! This chunk of events is getting checked every single tick and I don't need that!" and then optimize accordingly.
Just saying.
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Like I said, again, my app becomes sharp and clear with the overlays out and blurry when the overlays are hidden. I know for a fact that this is not because of IOS since I tried this out on every other app on my phone and they all stayed the same. Sorry that it is difficult to tell from the video.
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Forgot to mention that i'm running ios 8.1
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My bad. Posted edited to include the arr file. You could still test the ios project without it though.
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Because I only have one device, I ask that one of you guys test out the game on your device. It will take a couples minutes at most. Thanks in advance!
MFA FILE: Please login to see this link.
Array File Needed for MFA: Please login to see this link.
IOS Xcode Project: Please login to see this link.