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Posts by PlasmaVoid
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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Hello, i am currently messing around with firefly, and successfully got the engine to load models and such from a resource package. however, when trying to get the engine to load a texture into the material cache from my resource package, it does not work.
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Anyway my question is as the title suggests. I want to run a for-each loop for an active object. But i only want to run it for the ones that are currently on screen. Running a for-each loop for every single one of those actives in the level will/is destroying my games performance. Does anyone know how this could be done?
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So a little while ago someone asked me to make an example file to help them with time-scaling. I didnt get back to them until recently, but i figured i could post the example file here (as well as replying to that person), so if anyone is looking for timescaling/framerate independent movement(deltaTime) help, they could use this example.
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hey [MENTION=14672]aenever[/MENTION] , sorry for the late reply. I normally will come onto the forums for a little bit, help some people out, and disappear for a while. Here is the example file you asked for if you need it:
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Create 3 global variables; DeltaTime, LastTime, and TimeScale
Always
-Set DeltaTime to (timer - "LastTime") * TimeScale
-Set "LastTime" to timerNow whenever your objects move multiply their movements by DeltaTime. This will make your movements framerate independent and allow you to control the time/speed of your game by adjusting the TimeScale variable.
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Yeah use a loop and just go through devices 1-16 and retrieve the name of each device. You can store these names in a list object and then later use the list object as a way to reference a specific device by number.
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I made a fully functioning top-down shooter in fusion and released the full code for it a while ago:
Please login to see this link.
it uses the lacewing extensions so make sure you have those installed before opening. enjoy!
Here is the original thread:
Please login to see this link. -
If there isnt any height in your game then just do pathfinding exactly how you would do it in 2D applications(pathfinding extenson, your own implementation of A* etc) and then just replace anything relating to Y, the Y Plane, and Y coordinates, with Z.
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Like the title says, when the firefly engine is running, my i cant use ~the bottom 100 pixels of my screen, my mouse cursor wont move down any further. Anyone know how to fix this?
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Use deltatime to have framerate independent movements. Create a new global variable called "LastTime"(or whatever you want to call it), and then another variable called "DeltaTime".
In the GLOBAL events editor create the following events
Always
-Set DeltaTime to (timer - "LastTime")
-Set "LastTime" to timerNow whenever you have movement in fusion multiply the amount of movement by DeltaTime. This will make your objects move at the same speed regardless of framerate.
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If Y Position Of Bottom Edge("Object") > Target Bottom Y
-Set Y Position("Object") To (Y Position("Object") - 1)If Y Position Of Bottom Edge("Object") < Target Bottom Y
-Set Y Position("Object") To (Y Position("Object") + 1) -
Are you able to delete the one already on the workshop, and then just publish a new one afterwards?
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Your code will always run from top to bottom, once your entire code is finished, it draws a frame. Whats happening is that it your player will hold up and right, but because the the condition telling the game to set the players direction to 4 is last, it will set his direction to 4 right before the frame is drawn, making it seem like the up condition was never met. Consider adding negated conditions like this:
While Up is pressed
While Right is pressed
While Left is NOT pressed
>run X event. -
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Have your menu offset by a variable - lets say X. Always set your menus items to be based on X. Then set X to something around -640(or whatever your resolution width is), and then adjust X when you need the menu to open. Ex: Upon Pressing "Space" > Set X to 0, this will make all of your menu items shift to the right 640 pixels. I attached an example file, good luck
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Make sure to also store the players current animation and frame, in that array as well, that way it plays back the proper animations when reversing instead of just the animation currently playing when he hits the wall.
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Check your hotspots and action points on your objects. If your physics objects are just rectangles, turn off "Use fine detection" in the object properties tab, as well as setting the physics collision to box if you havent already.