Still waiting...
Posts by psychoanima
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.
-
-
Is it possible in firefly to blend current character animation with the next one? For an example, to make smooth switching from idle to walk animation, to not look like a hiccup when switching from one state to another
-
ok, found it. I forgot to change material type to Transparent alpha
-
I import a fbx that is basically few rigged planes with texture on it. Texture is png with alpha. However when rendered in firefly I got some weird white artifacts around that texture. Does anyome know how to remove this inside firefly?
Please login to see this attachment.
-
Please login to see this link.
-
Can someone tell me how to play animation only once from single event? Command Start animation is playing in loop, I don't see option how to force animation to be played only once, without calling Stop animation in the next event
-
I moved from my regular PC to Surface windows tablet and I would really like to use benefits of having a touch screen. I think that fusion should have options of pinch zooming frame editor, event editor, etc. For some reason one finger panning in frame editor works.
And also to have option to make editor buttons bigger, with my index finger I am selecting 2 instead of one.
-
I think that's up to animation software to do it. Have you tried to export .x from another animation package, blender or fragmotion for example?
-
Well done, I am still stuck with chockobreak 3d tutorial - 2d to 3d repositioning is just pissing me off, can't believe that they didn't make a proper way of positioning the 3D assets inside firefly.
From your video I can notice that you can't aim up and down with your player, and also there are some glitches when you move and rotate the camera at the same time. Don't know if it's cuz of screen capturing or something else.
-
Hey guys!
For platformer game, how to make a camera to follow the player but with a bit of delay between start and end of the movement.
For example:
Player starts moving and then few milliseconds after, camera starts to follow/chase the character
Player stop moving, camera is a bit behind and then few milliseconds after camera reaches the player and stop moving.
-
Yes I know, I was responding to Zonacas saying "discount also in the clickstore"
Sent from my SM-T280 using Tapatalk
Oh, sry, my bad.
-
I'm confused, there doesn't seem to be a discount on the ClickStore...
It's a steam summer sale, that's why discount applies only on steam.
-
Definitely I am gonna buy it now, it's worth the price!
-
Ok, I think that I've figured something out, but correct me guys if I am wrong. Instead of doing copy-paste of codes to each and every frame I can simply use Global Event Editor, right? Main character logic, enemies logic, etc. I can insert there cuz they are going to be active in every frame anyway.
-
I will definitely dive into arrays, thank you very much for your help, zip2kx.
-
Thanks, zip2kx. I read somewhere on the forum that it is also possible to use INI for saving the levels. Is there any pros/cons of using arrays over INI?
-
Hi guys,
so far I learn that proper organization (grouping, commenting) in Fusion is half job done.
Now I need a really good strategy for my first stage of prototyping. My level is huge, has many floors and rooms. Because it's slow-paced adventure game, player will go from room to room in classic point and click adventure fashion: player click to open the door -> screen goes black -> player is inside the room. So, there is transition between rooms.
With that in mind, I don't know how smart idea is to have whole level loaded into memory. I think that parts of the level should load the moment when player decide to go there. When he exit, that part should unload from memory. Or there is better approach to this, I don't know.
If I place whole level into one frame, probably will be easy to code and "see" things, but I don't know what's going to happen with the memory resources. If I split one level in more than one frame, I have to make redundant things - to copy events from one event to another because the mechanic of the game is staying the same trough all game.
Do you have any advice or strategy how to make things right in this process?
-
So nested groups are also possible in Fusion. Thanks, Pixelthief.
-
Thanks, droberson. I was also thinking about making Group events, to minimize them to save space (visually), and then to activate them trough single event.
-
Hi guys,
until now I was mostly dedicate my work to endless runner games. Since I am coming from another game engine that is completely different in terms of structuring, organizing code, etc. how smart is to make adventure games in Fusion? Bigger the game, more scrolling will be necessary trough event editor. How do you organize things in Event editor? Some of you probably made a game with 500+ events, and I need advice how not to lose nerves in infinite scrolling up and down?