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Ok guys, I'm unfortunately back with a new problem; the multi touch object doesn't seem to pick up any touches on Android. It works perfectly fine on my PC but nothing happens on Android. I can still interact with buttons I have set to 'On mouse clicked on an object' in the event editor.
Any ideas as to why multi touch isn't working?
Thanks again for any help!
Hey thanks so much for the replies both your answers were very helpful;
alexexhowl - I believe the tool you linked is for gamepad control, I was looking instead for touchscreen joysticks, however I will make sure to use the tool in future for my PC version of the game as it seems incredibly useful for gamepad support
Wodjanoi - this is exactly what I was looking for thanks so much! I also didn't realise my Fusion was out of date and I believe this was the problem, however I think I will use your method, as I like to be able to see and know exactly what each part of my game does, rather than the hidden maths that the Adv Direction object does. Thanks again!
Hello again!
So basically I have two joysticks in my game. I used the example by 'willy' for touchscreen joysticks for android, however, the Adv Direction object he uses breaks the build when I try and export to Android in my version (as in I get a build error).
The Adv Direction object basically compares the direction of the player's finger and the actual joystick. I'm just wondering if anyone could help me with an alternate way of comparing the directions without using the Adv Direction extension.
It works like this;
+Players finger on joystick
-Set angle of joystick to AdvDirection( "Advanced Direction Object", "Joy2" ), Y( "Joy2" ),
"finger" ), Y( "finger" ) )
The angle of the joysticks is what controls the player's aim and movement.
I can also provide the build error log if you want to see it
Any help would be really appreciated!
Thanks in advance.
Hello!
In my top-down shooter, I have a condition set up like so;
+Player's bullet collides with enemy
-Start loop "createbulletsplats" 3 times
and then further down;
+On loop "createbulletsplats"
-Create object "bulletsplat" at (0,0) to the enemy
I have a few other actions to set the speed of the splats and their direction and such, but that's more or less the basic idea. The problem here is that the event creates the blood splats at EVERY enemy on the screen at that time. Is there a way to get the splats to spawn only at the enemy that was hit, while still using fast loops? Any help would be much appreciated!
Hello!
I have decided to port a game I made for PC over to Android. ATM to save the game, I am using the "Save & Load Frame Position" actions, but these don't appear to work on Android. I've seen that you can use INIs and Arrays to save certain variables, but in my game the player builds building on various plots, buys upgrades etc. and I'm not sure if it is possible to save all this data in one INI or Array, and if you can I don't know how to on PC let alone for Android. If anyone more experienced than I could help me it would be very much appreciated!
Thanks
Hello again!
I'm having a problem with my new game. i would like it so that when you mouse over a square building plot, it highlights it. I have done this by simply adding another frame with a yellow outline, very simple. I have added a variable to the 'Plot' object 'mouseover' which does what it says. In the event editor, I have set it up so that when the mouse is over the plot it sets 'mouseover' to 1, and when the mouse is not over the plot 'mouseover' is set to 0, again very simple. However, you will notice that when you move the mouse off from a plot and into another, the last plot stays highlighted. I assume this is because my game is just testing if the mouse is over the plot and it still is. Anyone have any ideas on how to fix this?
Here is .mfa: Please login to see this attachment.
Sorry for the late reply. Thanks so much for the help with my project, its helped me a lot. I had never even thought of adding a cooldown.
Thanks a lot for the reply, however, I'm not entirely sure on how to implement your solution as I'm very new to Fusion 2.5. Would you be able to write out the exact event i would need to make e.g.
+On key 'r' pressed
-Add 1 to variable 'health'
Thanks!
Thanks for the responses. I believe i did remove the 2 second condition to see what would happen, but the problem persisted. I'll upload the .mfa so you can have a better look.
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You'll probably notice as well that when the player rotates when zombies are attacking (this is with the 2 seconds timer removed), new damage is registered. How would I fix this?
Hello!
In my top down shooter zombies follow and crowd round the player. I set up an event so that when the zombie object collides with the player, 10 is subtracted from a global value "Health". There is also another condition which is a timer of 2 seconds, to simulate the zombie attacking slowly. My problem is that multiple zombies attacking the player don't damage him more. For example, one zombie attacking the player does 10 damage per 2 seconds. Two zombies should do 20 damage, three should do 30 etc. But this doesn't happen. No matter how many zombies are attacking the player they only lose 10 health per 2 seconds.
If anyone has a solution to my problem it would be very much appreciated. Thanks in advance!
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)