danjo Checking the distance doesn't really work for an object where the shape of the mesh is important (like a level mesh or a long flat plain). Using 2D to simulate collisions limits objects to 2D movement and doesn't allow decimal precision.
Posts by Risemack
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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I'll try the sphere thing, though I'm not sure if the size adjustments will be the same as the collision radius.
You didn't answer my second question though, about having a "While Colliding" event. Like for example, if a player were to fall into lava and they're supposed to continuously take damage if they stand in the lava, whether or not they continue moving. Isn't there some way to do that sort of thing?
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Is there any way to see an object's collision radius? I frequently run into issues with collision, and it often occurs because it's difficult to determine how the changes to the radius and translation are effecting the collision bounds.
Also: Is there any way to simulate a "While Colliding" condition? The "Has collided with" condition only detects on impact, not while an object is currently colliding with something and not moving.
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Ahh, that makes sense. I'll make the flat surfaces more vertex-dense and see if it looks better.
When do you think Per-pixel lighting will be available?
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An image of the room in a model editor: Please login to see this attachment.
An image of the room in Firefly: Please login to see this attachment.As you can see, the middle of the floor is divided a bit. The middle isn't raised or set at a different angle from the rest of the floor. However, it seems to be lit more brightly in Firefly.
Why is it does it look so bright in contrast to the rest of the floor? It's very irritating and bizarre looking.
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"I'm heavily disappointed that the tutorials and objects themselves do not go in more depth with anything in FireFly and I'm forced to rely on less than 20 posts for a not commonly used program."
Yep, there's literally no documentation. Welcome to hell
Try ticking the "Bind Target and Rotation" box in the camera's properties, that should allow you to set the rotation manually. Let me know if this fixes it.
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danjo Yep, you're right. I must have misinterpreted it.
jobromedia Definitely do what Joshtek said, not what I said lol
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If you don't get a proper response here, you could request a refund through Steam. You can get a refund on any Steam product if you have used it less than 2 hours and have owned it for less than a week (2 weeks maybe?) Considering that you aren't ABLE to use the program, I'm sure you would get a refund just fine,.
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For any Firefly object (primitive, static mesh, animated mesh), there's a dropdown menu in the settings called "Transpose 2D." Click on that and you can choose which set of 3D axis you want the 2D movement to be moved to.
This image might help: Please login to see this attachment.
If you have a non-firefly object that you want to transpose, just make a firefly object always set to the position of the other object.
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@Tridian Thanks, but that didn't tell me anything I didn't already know.
I fixed it so that it can detect when it's collided with something. I think it was just something weird on my end.
But I still don't know how to use CollisionIntersection and CollisionLocation. It's sorta important to know where the object is being hit in most games.
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I'm honestly just completely lost. The only collisions I have been able to register were at the very bottom of an object's collision radius, nothing else. And that's with the "Has collided with node" condition, I have no clue how the CollisionIntersection and CollisionLocation values work.
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danjo I was actually going to show you my not-working trig, but I instead fixed the issue ¯\_(ツ)_/¯
Here's what I have now: Please login to see this attachment.
It views the object from the side instead of the back, but I think I'll be able to fix that. So, my issue is pretty much solved!
Still, if anyone knows why the parenting only worked when the object was rotating, I'd like to know why. I might need that info down the road.
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Thanks, it's sort of working now. It seems to work when the object is rotating, but it stops when it's only being moved with the Firefly Movement object. Any idea why that is?
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Heya, I'm working on a kart game for a game jam this weekend. I've set up the controls for it semi-decently, but I don't quite know how I would set up the camera. I want it to work pretty simply, just follow behind the kart, always facing the kart's back.
Sorry there isn't an attachment of the MFA, the attachment uploader isn't working for me at the moment. I'll post it here if it starts working again.
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Two questions in one here:
- Is there an easy way to set up "local" movement? As in, when an object is instructed to move forward, it will move in the direction it is facing rather than the global forward direction.
- Can I have 2D objects show over the 3D render? I know about the Billboard textures and such, but it would much more convenient to make UI elements with normal 2D objects.
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Well, that fixes everything! Thanks guys
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This scene only has 4 primitives, 3D text, a light, and a camera, but it crashes 3 times out of 10 for me. Here's the mfa of the program in question, please run it a few times and let me know what happens: Please login to see this attachment.
It won't crash with Device Driver set to Standard 1 or 2, but I would much rather use Direct3D9.
The weird thing is that I can run the example games just fine. I even took the rotating cube example and duplicated the cube 50 times and it still ran without a hitch. It's only when I make a new project that thing get weird.
I'm not sure if it's an issue with the program or my computer. I don't know if anyone could fix this, but it would be greatly appreciated.
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Just started using Firefly, I have a few questions about the world editor. First, how do I apply a material to an object? I can set up the mesh and material, but I don't know how to get them together. Second, how do I load a scene into a game project? I can save and load the scene in the world editor, but I don't know how to load it into the game.
I feel like there's a severe lack of documentation for Firefly. I have looked online and in the Help contents but there really isn't anything.
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A bit of work with math is what I love doing
Firefly is sounding more capable the more I learn about it.