It depends if you want the data to be saved when the game is closed.
If so, use the INI object. If not, use a global value or make the counter a global object (in RunTime options).
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Open a TicketIt depends if you want the data to be saved when the game is closed.
If so, use the INI object. If not, use a global value or make the counter a global object (in RunTime options).
I always use Strings for text. It's easy to create and manipulate text with it.
I used Formatted Text when I was starting out, but that was a pain to use because Auto Vertical Scrollbar is enabled by default and it needed a background color that matched whatever was behind it. The latter makes it look bad over anything that isn't a solid color. The guide specifically says the String object's "purpose is not to display complex strings or text: use the Formatted Text or the Rich Edit text objects instead.", which is why I used Formatted Text at first. I don't really see why, though.
By the way, if you're going to have a bunch of separate Strings in one frame that all have the same font/size/color, it's easier to clone the objects instead of setting up the formatting all over again.
It looks like you can't completely get rid of the waves, but Resample makes it much better.
You might be pressing Ctrl+S, which mutes the game's sound.
This is a default menu bar option (the options can still be run with key presses). You can disable it by going into the menu bar settings and deleting the option's entry.
It certainly pushed the limits. He had to use Standard display mode instead of Direct3D because the sheer amount of full screen animations was causing some of the images to disappear (he posted a thread about it here). However, because of the fix he couldn't use the Perspective object and full screen mode doesn't work properly on some computers.
I wonder if there's a way to use Direct3D without the images vanishing. Maybe loading the animations externally would work. If not, I suppose the only way would be to cut out a bunch of frames from the animations.
Special>Compare two general values
It's not looping. It's being played multiple times when it should be played only once.
This is probably because you have the sound action on a repeating event, one that repeats the actions while the conditions are true. In your case, you can fix this by setting a value to 1 in the event you have, then make a new event that tests for this value being 1 and add an "Only one action while event loops" condition. Move the action that plays the sound to the new event.
You can test for the text directly with the "Compare two general values" condition (under Special).
Gamester's method will work for that. You just have to replace "Upon pressing 'Enter'" with "User taps on pause button" (or whatever the condition is called) and put all the things you want to pause in the "Game" group.
If you absolutely want it to be a toggle button, you'll have to use Gamester's method.
The only way to do a pause function is with a key toggle. Well, you can pause with anything, but it needs a keypress to resume.
Here's a method I came up with that also pauses sound:
Upon pressing "Escape" > Pause application and resume when key "Escape" is pressed, Pause all sounds
End of pause > Resume all sounds
The security measures I heard about were effective. The Anaconda decompiler tool, the only one I know of, can't decompile Five Nights at Freddy's 3 (I personally haven't tried, but many others have). That game was released in March, so whatever changes were included in the current version of Fusion at the time did the trick. Someone was able to modify the decompiler to make it produce a .mfa, but without any frames (they couldn't get it to decompile any frame data).
The assets can't even be extracted from the latest version of the game (the asset extractor worked before on older versions of the same game), so I guess there were some more security updates since then.
Just so you know, discussing decompiling CF2.5-made games here is probably going to be frowned upon by mods/admins...
I had the feeling it might be.
The only reason it's frowned upon is because certain people distribute the .mfa files obtained by decompiling. I decompiled FNAF 1 and 2 because I wanted to learn how they were programmed, which was a big part of learning Fusion for me. I would never distribute the .mfa files.
That'ts alright but in the game we hold, not press.
I meant the "Repeat while the left mouse-key is pressed" condition.
I've decompiled that game, so I know exactly how it works.
The button has two values, A and B. A is how much the music box is wound (starts at 2000), while B is the unwinding cooldown time (sub 1 every tick when > 0, set to 10 while winding). When the mouse pointer is over the button, the left mouse key is pressed, and the Prize Corner camera is currently being viewed, 5 is added to A. A is set to 300 upon winding if it's < 300.
If A is > 0 and B is 0, 2-6 (depending on the night; 2 on Night 1 and 2, 3 on Night 3, 4 on Night 4, 5 on Night 5, 6 on Night 6 and 7) is subtracted from A every 5/100 of a second.
The music box sound itself plays on a loop on a channel. The volume of this channel is set to 0 at the start of the frame, when the monitor is put down, when the player isn't viewing any of the main area cameras (9-12), and when A is 0.
All the HUD stuff should go on a separate layer above all the other layers with its scroll speed set to 0.
Hmm... It should keep looping until it's told to stop. Perhaps there's a "Stop any sample" action somewhere or another event that plays the same sound.
Pao, an "Only one action while event loops" condition isn't needed because once the event runs, it doesn't run again because the sound is playing. The "Sample is not playing" is a looping condition, but the running the action makes the condition no longer true, so it effectively makes the event non-looping.
The conditions and actions for the menu bar are under "Special>Application menu", if that's what you mean.
You need to replace "Start of Frame" with "MilkyWay is not playing". The way you have it now, it overwrites the current sound when it re-enters the frame.
Well, first you have to enable the "Play sounds over frames" option in the application properties (under Runtime Options). Then, use the "Play sample" or "Play sample on a specific channel" action to play the sound at the start of the first of the five frames. It's a better idea to use the sample actions than the music actions for all sound because you get more control over the audio if you use samples.
"Don't stop" and "don't repeat" are contradictory, because if you don't make it loop, the sound will reach the end eventually. If you make it loop, the sound won't end, but it'll repeat.
If Fusion can detect button presses (I don't know for sure because I've only worked with Windows EXE applications), then you can make a manual timer using a counter.
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)