If you mean the animation preview window in the Active Object sprite editor, then no. The size of the window is automatically set to match the size of the largest frame in the current animation, and cannot be scaled.
Posts by Catstronaut
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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Bug: Certain fields in the theme configuration are ignored.
List Editor Selected Group Button Background and Selected True Event Text Color #2 are the ones I've noticed, and possibly Event List Editor Selected Button Background Image. Please login to see this attachment. -
Will extensions be able to add new data types to be added to objects with the new Data Type system?
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Your error lies on line 53, where you have a condition that checks to see if the object is on the ground and if so, set Y velocity to -1000. This sets the Y velocity every time the player lands! It looks like an accidental line duplicate, so you can just delete the line and everything will work correctly.
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Since there's no built-in way to change the FireFly Camera Node's projection matrix directly, here's the (not terribly) hard way to do it! The attached .mfa is a bare-bones projection matrix editor that takes 4 strings of floating-point values and converts it to a new projection matrix.
There is no way (to my knowledge) to take a matrix as a string and convert it to a matrix in memory, so I simply added an empty matrix to the new string matrix and stored the result's address. The new matrix can be copied to the address of the Camera Node's projection matrix, and the camera begins using the new matrix automatically.
Example Orthographic Matrix:
Code0.3, 0.0, 0.0, 0.0 0.0, 0.4, 0.0, 0.0 0.0, 0.0, 0.0005, 0.0 0.0, 0.0, -0.0005, 1.0 Cube Size = 1
The matrices are stored column major, so each edit box represents a column of the result matrix.
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No offense, but you've just parroted back solutions that I've stated that I would rather avoid if possible. All I asked was if there was a built-in equivalent to the ForEach object's LoopFV expression to resolve scoping without the need to use up a Alt Val slot or an external value holder.
Please login to see this picture.
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You need to increase the Downhill Slope Correction on the Platform Movement Object's settings. 10 seems to be the smallest value I could get away with without the character skipping on the steep slope.
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@Muddy
QuoteI suppose I could store the FV of the object referenced in the parent loop as a variable somewhere each iteration, but that would require either the use of a global variable or an object to store values, which isn't very elegant.
Using an external value holder or global value is exactly what I'm trying to avoid. I guess I'll just keep using the ForEach object for this particular functionality.
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My issue comes in once I try to use a nested loop, while still referencing the object from the parent loop.
With the For Each object, I can do:
* Start of Frame
[INDENT]- Start ForEach Loop "ParentLoop" on "Object"[/INDENT]
* On ForEach loop "ParentLoop" on "Object"
[INDENT]- Start Fast Loop "ChildLoop" 100 times[/INDENT]
* On Loop "ChildLoop"
+ Fixed Value of "Object" = LoopFV("ForEach", "ParentLoop")
[INDENT]- Do something.[/INDENT]I can't seem to find a built-in way to handle the part in bold. I tried using two "On Loop" conditions in a single event, but that resulted in the condition always being false. I suppose I could store the FV of the object referenced in the parent loop as a variable somewhere each iteration, but that would require either the use of a global variable or an object to store values, which isn't very elegant.
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Is there a way to get the Fixed Value of the current object from a For Each Object loop? I know that the old For Each object can do this, which is what I'm currently using, but I'd rather use a built-in solution if there's one available. Am I missing something, or is this feature just not present?
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The function you're looking for are the substring functions: The substring functions can be used to divide a string into a new string of a specified length. For example, extracting a left substring of 5 characters from the string "Hello World" would return the first 5 characters on the left, or "Hello". I've linked a quick example of the function in action.
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What does the Inventory Object have over using an array?
The inventory object can store objects rather than simply values. This is great for storing additional data such as renamed item names, durability and other info in the object's alterable values, information that couldn't fit nicely into a plain array. Personally, though, I'd be satisfied with a simple Object Array, as I often use Active Objects as a replacement for C Structs, using renamed alterable values.