Posts by TheSordaKnown

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.

    Schrodinger,

    I appreciate your willingness to help others!

    Your explanation makes so much sense, and it worked! I guess I got so caught up in the fact that it wasn't working, that I started to try "desperate" things that were hastily thought of and failed (this happens a lot to me). Thank you so much for your reply - we need more people like you on these forums! You are helping people continue to develop. Not only that, everyone else reading this can have this problem solved. Thank you schrodinger!

    Keep up the good work!

    Hi Smirkytrick,

    As of the moment, I do not know what extension (or method) you are using to tell the computer how to accept input from the gamepad, that is import information. For example, are you using the Joystick object 2 extension, or something else? Also, when you say "gamepad," are you referring to a USB game controller?

    One thing I might try is the following: On your event that states:

    -A Button is pressed
    +Launch "bullet" from "player"

    I would insert the "Run this event once when loops" command. This will ensure that it can only happen once per button press.

    Your code would then be:

    -A Button is pressed
    -Run this event once when loops
    +Launch "bullet" from "player"

    Let me know, and best of luck!

    TheSordaKnown

    Greetings everyone,

    I appreciate the willingness to help others on this forum, and I feel kind of bad because I have asked a lot of questions, and answered few - I will try to be more active!

    In any case, I have a problem with a platform engine I am working on. In a previous forum post, I stated that I had problems with crashing... it turns out the only problem was with my program compatibility. So if your game is crashing, that might be the problem - compatability! I set the compatabillity mode to my current operating system, and it worked! My game is not crashing, but it is not working the way I want it to.

    Here is the problem: By default, Fusion 2.5 uses integer values for x and y coordinates of an object. This is generally fine, but when you have objects using 360-degree movements that need very fine movement properties, you must have very accurate numeric values. In short, I want to convert the x and y coordinates of my player to real numbers, or in other words: numbers that have extended decimal places (up to as many digits as the program needs to be accurate). This is so they move more smoothly overall. My solution is to make a variable for the player called "Real_X" and "Real_Y," and the game always sets the x-position of the player to the value of "Real_X", and accordingly for the y-position. I have done this before, and it has always worked - in fact, it usually looks great! But for some reason, in my specific platform engine, it does not work, and I cannot figure it out.

    The file is attached below. Any help would be greatly appreciated - you would be doing me a big favor!

    (Note: The attached file has two frames, the first one is the "broken platform engine," I would like this one to be debugged because it uses the idea of real values for the x and y position. The second frame works, but it uses the Fusion 2.5 default x and y position values.)

    Hello!

    So I want a game were bullets follow players, but they can can choose what players they follow. I have an example attached below as to what I mean, but it does not work properly. For some reason, the bullets follow the first Target or "Player" (as they are called in the application), but will not follow the second one. I want the number of players and the number of bullets to have no effect on how the bullets act, in other words: all bullets act as an individual. Any help with this issue would be awesome!

    Thanks!