Posts by Fenris

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.

    [MENTION=32895]PlayDay[/MENTION] You know what? I was having the same idea right after posting this :D It would probably work great since it's a smaller game I have in mind :)

    [MENTION=16811]PixelABCD[/MENTION] Thanks, I know I have to learn this arrays sooner or later :)

    [MENTION=19022]Janette5[/MENTION] Thank you very much for this examples. Very useful :)

    Hello guys, I'm looking for some advice with transferring some of the objects to new frame.

    The idea is, that player selects only few cards from a deck and by pressing start, a new frame starts with only the selected cards. I came up with this: I would use global values on cards and when starting a new frame, I would create all the cards, then destroy the ones without correct values.

    But I think it can get messy with a lot of different cards. Surely there must be some other way to achieve this. Arrays maybe?

    Thanks for any nudge in the right direction

    I had a feeling it's something with selecting movement on every loop. It makes sense now.

    So how would one make the movement go back to original after some time? Without reinitilazing it every loop. I just can't figure it out. It works if I use two different keys to change movement, but using the same key to go back and forth, or using a timer to go back to original, I just can't figure it out.

    As soon as I use values I end up reinitilazing it on every loop.

    Hello everyone

    I'm having some problems with changing movement. What I'm trying to do is, when a player presses "space", his active objects stops and he gets control of another active for a few seconds. I'm attaching two examples so you can see what I'm talking about.

    At line 7 I added "Move = 0" and I set objectA to previous movement and objectB to next. And it works.

    But in another example at line 7, I'm trying to use "select movement" to give object A and B movements, and it doesn't work. Object A only moves slowly to the left and up. Is this some kind of a bug or is there something I'm missing?

    Thank you both. I feel kind of stupid for not thinking about moving the objects:) It just felt so logical to destroy them and create new ones...
    I managed to do it in the meantime, using a group in which I placed the previous code and activating it with space:D
    But moving the overlapping ones is way better and cleaner, thanks.

    So I made some progress. This is what I have now:

    - NObjects (A) < 10 : Start loop "spawn" 10 - Nobjects (A)
    - On loop "spawn" : Create A, set x and y position Rrandom (number, number)
    - A is overlapping A : Destroy A

    It works like a charm, every time I run application, 10 objects are created on random position without overlapping. But now I lost the ability to manually execute spawn:( Because if I add "on keypress" like this:
    - NObjects (A) < 10 : Start loop "spawn" 10 - Nobjects (A)
    on press "space"
    - On loop "spawn" : Create A, set x and y position Rrandom (number, number)
    - A is overlapping A : Destroy A

    then I have to press space again if some of the objects get destroyed. It's a progress but not quite what I want at the moment

    Hello everyone

    I'm looking for some information or advice again. As I continue learning Fusion, I give myself challenges that would be useful for a game I will work on in the future, and I try to solve them by myself. And every now and then I come upon a problem that I just can't seem to solve. So here is one I'm stuck at now.

    I'm trying to spawn 10 objects with random location, but without overlapping. Here's what I came up with

    - On key press (space) I start fast loop "spawn" 10 times
    - On fast loop "spawn" i create object A and move it to x rrandom(0,640) and y rrandom (0,480).

    It creates 10 objects on random locations but often they overlap, so I added

    -Object A overlaps object A : destroy object A

    So now I usually end with 8 and sometimes 6 objects, depending of how many of them overlap. Now for game I'll be working on, this will not be a problem as it would give it even more randomnes. But I would still like to figure out how to end up with all 10 objects.

    Is there a way to keep running fast loop until there are 10 objects left without overlapping? Or a way to look for overlapping inside fast loop? It kind of looks weird at the moment actually seeing objects get deleted after spawn.

    I tried adding:
    - object A overlaps object A: destroy object A
    : run fastloop "spawn" 10 times minus number of object A

    but didn't get any good results

    I have a feeling there's something really simple I'm missing but I just can't seem to figure it out at the moment :)

    [MENTION=7947]MuddyMole[/MENTION] I'm thinking of a very simple game at the moment, so people walking around would just be there to populate a town a little, so it wouldn't feel empty.

    I really appreciate the info. What you suggested is actually exactly what I would like to have in the future. I'm still learning the basics, and while I do understand how this flow field should work I still think it's a little out of my reach at the moment :D And I still need to learn arrays.

    Thanks for all the info and the links. I'll definitely look into this

    Hello everyone,

    I have a question about AI movement for a simple top down tycoon game, like Roller coaster tycoon for example. People would be walking on roads between buildings, choosing different (random) paths.

    The questions I have are where to start and what movement would be the best for this? I was looking into pathfinging extension but I don't have any experience with it for now.

    And how about number of people. Would it even be possible for fusion to run, let's say 100, 500 or even more people at the same time and how would that show on performance?

    Thank you for any kind of info;)

    Ok [MENTION=14419]AftPeakTank[/MENTION] I finally figured it out. I'm kind of a math retard, so it took me more time than I'm willing to admit XD

    I literally took pen and paper and went through the code multiple times to try to figure it out. And I did a rookie mistake thinking that LoopIndex is the number of loops and it gets smaller every time loop runs until I looked it up and learned that it actually goes up with every loop *facepalm*. I can't believe how simple it actually is :)

    I just have one question. If i would set multiple values to 0, (because the options aren't available at the start of the game, for example) there shouldn't be any problems right? It would just add the 0 to the counter, 1 to LoopIndex and everything else would stay the same. I tried it a couple of times and it seems to work, i just want to make sure :)


    Even though I will probably go with the simpler examples that will be more than enough for me, I really want to understand what is going in this one ;) Keep in mind, I'm a beginner to coding and fusion, and at this moment I have no idea what this example does :D I don't understand what the code does. It works like a charm, but I need to know how exactly. And I would really like to figure it out alone, because I think that'll be the best way to learn.

    I have some business to do in the next two days, but when I get back home, I'll bury myself in this example and do my best to figure out what exactly it does and how. If I fail completely then I'd like to ask some more questions if that's ok :D If I don't reply in a week or two, then I probably figured it out and I thank you very much ;)

    [MENTION=18480]elvisish[/MENTION] [MENTION=15682]Volnaiskra[/MENTION] [MENTION=14419]AftPeakTank[/MENTION] [MENTION=14381]casleziro[/MENTION]
    Thanks a ton guys! It's amazing to see how many different approaches there is. I guess I really need a random generator to decide which method to use :D
    You've been extremely helpful, thank you very much

    Hello,

    I'm looking for some help with something or maybe just a nudge in the right direction. Here's what I'm trying to do:

    When player clicks certain item or icon I would like to give him 1 out of 4 options, but with different probability. For example, if a player clicks START MISSION, he would get one of 4 mission types (easy,normal,hard or very hard) but the chances would be 50% for easy,30%normal,20%hard and 10%very hard for instance. How would one accomplish something like this?

    Thanks for any help

    [MENTION=15682]Volnaiskra[/MENTION] Thanks for answering. I tried importing the engine again and plug my player in and I still have the same problem. I even tried using default camera demo object instead of my player. I deleted my object and just plugged Demo object in PMO, as it is already set to engine. But the problem is still the same, I only get default camera movements. I'm certain that I'm doing something wrong, but I just can't figure it out, and it's driving me crazy :) Here's my example if you maybe have the time to look at it :Please login to see this attachment.

    Hello [MENTION=15682]Volnaiskra[/MENTION], I just have a quick question abut this camera as I can't get it to work properly. I copied VolCamera engine and all essentials to my game. I also replaced all references of demo player. When I start the game camera works, but I just can't get xOvershoot to work. I set it to yes but no matter what values I put in, the camera stays at default. I know I'm probably doing something wrong or missing something, but I just can't figure it out. Any ideas? Thanks