Posts by LordRichTea

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.

    After a couple of months, I still haven't resolved this issue.
    The best I can fathom at the moment is as above- separating the X-value and Y-value events, but I'm still not happy with the side-effect of the player then "sliding" towards the centre of the frame (X-direction) when hitting an obstacle in the Y-direction.
    There must be a way to stop this, but it's beyond my capabilities.
    In the meantime, I've been focussing on the graphics side of things using Blender instead.
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    I am making a pseudo-3D game with a level that involves the character standing on a conveyor belt heading into a darkened tunnel and am having trouble with programming the RGB values of objects emerging from the darkness in the distance.

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    I have programmed a formula to alter the RGB Coefficient value dependant on the Y-value of the desired object so that it becomes less dark as it appears to approach the camera.
    This, in theory works when the calculated value is between 0 and 255.

    HOWEVER, when the value is calculated at LESS than 0, the object is then displayed at what I describe as "255" value.
    The inverse also happens once an object appears close to the maximum Y-value, and if the RGB value is more than 255, the object then goes black, as if at "0" value.

    How can I effectively limit the max/min range of this value so that I can avoid this problem?

    I have tried setting up a range condition in the same event, but it doesn't appear to do the job.

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    Would it be correct to assume that if a sample is played at default frequency, it would be "1".
    Therefore "2" would be twice the pitch, and 0.5 half the pitch of the original.

    I guess another way would be to add a counter to test the value (set counter value to frequency of sample x") is that possible?
    That way, you'd know what figures you'd be working with.

    I've just come across this thread whilst wondering how this action behaves.

    So, if I want to change the frequency of a specific sample, if I assign it to ONE track of its own, the effect should work correctly.

    I ask this because I have a single "shooting" sound and would like to alter the pitch ever-so-slightly at random each time the sound fires.

    However, the sound also has built-in reverb (as Fusion currently doesn't offer many effects or parameters when it comes to sound) so would the reverb tail of the previous sound be altered when the successive sound fires?

    I'd better go and have a play.

    Thanks for your help.

    I did a bit of delving and came across "Makehuman", which I found very user-friendly.
    You can design a complete character- adjust their build, facial features etc using some very detailed sliders.
    Also, with a plugin, they can import straight into Blender!

    Now, Blender was a complete minefield for me!
    As a long time user of Sketchup, the conversion has been very difficult but I appear- after a couple of weeks- to have grasped the basics!

    Since my characters are going to be based on a certain 1980s/90s children's television show, the design work is already done for me, but the challenge is replicating them as lifelike as possible!

    Here are the results of 2 weeks of work:

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    I am creating a 2.5D-style game on Clickteam Fusion 2.5 using a mixture of vectors/scaling and pre-rendered 3D graphics to form the game's environments and objects.
    The game is going to be based heavily on a certain Dungeons & Dragons-themed television program from the 1980s/90s and part of the format involves dealing with a mix of human characters, which would need to be animated, as they appear and disappear from the frame.

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    Whilst I've created the player avatar using carefully-staged video footage of myself, it would appear impossible to extract such smooth, articulate animations from using footage from the original program (walking animations and suchlike) and so I am looking to perhaps use 3D modelling techniques and export them to PNG sequences.

    Does anyone have any ideas/preferences as to software/apps/websites where I can find such a tool?
    Ideally somewhere that already uses a pre-built human skeleton, as I'd be hopeless at drawing a 3D humanoid from scratch.

    Yes. I think my current collision approach works well, as I can calculate positions of everything as seen in the frame.

    Regarding the diagonal movement, I did try something:
    Creating separate events for the X-position and Y-position updates.
    It ALMOST worked, however, when walking straight into a wall, there's a clear bias towards either left or right, as the X-position event still runs, even when the Y-position events detect a collision, so this issue hasn't quite been solved.

    As you've noticed, I am only using 4 directions (due to the limitation of the animation- taken from a real video sequence with chromakey) and don't want to include diagonal directions as it would look awful.

    I don't think it quite warrants the "top down" collision map, as the position of everything can be worked out by the X and Y positions of the relative objects using collision markers around the bottoms of the moving objects.

    Mobichan appears to have addressed my initial problem relating to the collision detection system (and my lack of experience when it comes to fastloops).
    My next query relates to "sliding" the player along objects in the Y-direction when colliding, because the player's Y movement is affected by a skew in the X direction towards the horizontal centre of the frame.

    I appreciate this may be a unique approach to 2.5D game design. I've not seen anything quite like this that I can draw inspiration from. Those racing games are a similar camera angle, but I don't desire that sort of movement which requires the scene to move towards the camera.

    Ah. Well done.
    I have a feeling I may have tried resizing it inside one frame in the animation editor. That'll teach me for not checking!

    I see you've condensed the collision detection events so I no longer need so many events for both backdrop and active obstacles (good old OR(Logical) function).

    I have now amended the left/right events in the same fashion and it feels solid as a rock now.

    Just one other thing...
    Would there be a way of over-riding the skewed angle so that when the object collides going forward/back, the player would follow the nearest appropriate Y direction, rather than stop?
    If this is far too difficult to fathom, I may just leave it. It's only going to be a real problem when the player follows the line of the walls at the edges of the room.

    Thanks for looking in to it.

    The collision detector is the same size in all directions, but I just included an arrow so that I could visibly see which way it was pointing to test when the problem was occurring.

    It would be fair to say that I'm probably putting "Stop Loop"s everywhere in order to attempt to curb the problem.
    I'm quite new to fastloops, as I originally envisaged using the standard 8-direction movement until I needed the speeds of X and Y directions to behave in different ways.

    I shall now go and have a play and analyse what you have done... Thanks for your swift assistance.

    Morning all.
    This is my first post to this forum, to which I've been a reader for some time and have found some invaluable help with my project already.

    I am creating an adventure game based around static frames representing 3D "rooms" created with pre-rendered 3d objects imported as graphics and a 4-direction custom movement system which replicates the Z-axis by adjusting scales and vectors.
    However, to achieve a convincing effect of walking in a straight line in a square room, the forward/backward directions are skewed to an angle depending on the player's X-position in relation to the horizon "vanishing point", which is high up in the horizontal centre of the frame.
    The maths has been baffling so far considering I've learnt it as I've gone along.

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    Now, if you'll excuse the pun, I have run into a bit of a problem regarding collisions- particularly in the forward/backward direction due to the interference of the added skew towards the direction of the horizon vanishing point.
    I've drafted up a test frame demonstrating odd lines and objects as obstacles in order to fully test the collision system- nothing fancy and in a couple of scenarios, when attempting to go forward/backward I can get the player to move through objects in the opposite directions because the collision loop is triggering when the collision marker (a black oval) object is placed in a position where it is still overlapping the obstacle, due to the effect of the skew- because the angle is literally reversed to match the direction the player came from.

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    Any help would be appreciated.
    Until I overcome this problem, I can't really progress with the rest of the game, as obviously movement is crucial to any game.
    I can try uploading the .mfa file on request.