Posts by The_Owl

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.

    Inside the Effects folder, he said. Not next to it.

    I was confused, thinking he was referring to the part where you would select an effect for the Active?

    Anyway, I've now moved the files into the correct folder and can access them. I suppose this sort of thing is common knowledge for most here, but I've little experience so far with updating and adding to my Fusion so it's all still new to me.

    Thankyou to the forum for helping me once more :thumbup:

    Thanks for the links guys, I've downloaded them but can't access them? I've placed them in the same folder as the Clickteam Startup, which I believe is the usual method, but nothing's showing in my edittor?

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    For further information, I was using an active covering the full screen to zoom in, set up using the tutorial from Almightyzentaco

    Sigh, sorry folks I'm guessing this is another of those obvious issues, but I've recently had to start using Fusion via another PC and don't have access to my old effects, most notably the Lens I was using for zoom ins.

    Can someone point me to where I can download them? I've already tried the extension manager but the Lens effect there isn't the same as the one I was using, which was an effect which could be applied directly to an active object (like monochrome, invert colour, transparency etc)

    Thanks in advance

    That's an interesting idea, setting a flag/variable when an enemy is deactivated, then running a loop after to deal with them, I'd previously tried doing it with a loop running on each enemy individually, which didn't seem to work (I'm a few years into learning coding and sadly scoping through loops still causes me a lot of problems).

    I've spent a few more hours working on this problem since posting this thread, and the approach I arrived at seems to work quite well, I'll try to explain it as simply as I can.

    1. I have a camera object in the centre of each screen, which the game camera is focused on. When the player leaves the room via the Top, Bottom, Left or Right doors, the camera then jumps the required number of pixels in each direction in order to centre it in the next room

    2. On top of this camera I have a 'Spawner Activator' object, which is the same size as each room. When it overlaps the enemy spawners, it triggers the loops which spawn the corresponding enemies and sets their ID value to that of the spawner, and then sets a variable in each spawner to 1 afterwards so the enemy only spawns once. The enemies themselves only exist as long as they're overlapped by the Room Spawner.

    3. If the player kills an enemy whilst it's overlapped as per the above, the enemy's ID value is then stored in another object, which is always running a loop for every spawner. If the value matches the spawner's Fixed Value, the spawner is then destroyed.

    4. If the player leaves the room without killing the enemy however, so the Room Spawner object is no longer overlapping them, the enemy is immediately destroyed and the spawner variable is reset to 0.


    There is however a bug with my approach:

    If you leave an enemy room and go into one with no enemies the above approach works fine, it'll turn the enemies on and off without trouble. If however the next room also has enemies in it, the ones in the previous room won't be switched off, probably because the Room Spawner object doesn't know which enemies it's overlapping and which it isn't?

    I've fixed this by setting a delay variable on the Room Spawner - any time it's lower than 5, it'll add 1 until 5 is reached. Every time the player leaves a room, this variable is reset to 0.

    I then tweaked all the overlapping events to that they only occur when the variable is set to 5, this way the code has a 5 frame delay to destroy any enemies which aren't being overlapped and establish which ones are, and the whole process seems to work pretty smoothly?


    It also makes me think about old games like the original Zelda and Golden Axe Warrior, how whenever you enter a new room/screen the enemies aren't present immediately, and arrive a second later in a puff of smoke - it makes me wonder if they were using the same sort of approach, driven by similar issues?

    A bit wordy I know, but I wanted to explain my process as thoroughly as possible for others who may be having a similar issue, and for more experienced coders to scrutinise and improve upon if they have any advice.

    Hello again folks

    I'm currently in the process of building a top down classic Zelda style dungeon crawler, and having some issues with enemies.

    I'd like it to be that when you enter a room the enemies therein will spawn, but then deactivate/be destroyed when you leave so as to not use up memory, and also any which you kill whilst in there will not respawn when you revisit the room.

    I suspect this is a pretty common query, so hopefully someone can recommend me some best practices as how to do this?

    Thanks for posting that Volk, it looks like he's using an Array to keep track of all the variables, sadly an object I'm unfamiliar with (unless you know of a tutorial?), but it's nice to at least have a better idea how this effect is achieved

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    You mentioned looking inside the frame events, which I'd love to, as the file has so many mechanics I'd like to better understand, but the version I have is uneditable as far as I can tell, the only interactions it offers are those as shown in the image above.

    Apologies if I've missed something, perhaps when I purchased the file there was an MFA version too I was unaware of, but I am still a newbie when it comes to using Fusion and this site.

    Hi Phi, thanks for your suggestion

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    It works reasonably well, but it feels very clumsy and juddery compared to the version done with trigonometry from the tutorial, also when the caterpillar crosses over itself, none of the other sections move

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    This is the maths version, which is the effect I'm looking for, as you can see it's far more elegant and precise

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    Hello once more.

    I've been studying the Maths tutorial download for a while now and had some success in creating various segmented things (chains, tentacles etc) using it's Trigonometry section.

    That particular section features this snake, the head following the mouse pointer as the rest of the body flows behind it, but though the guide says it's relatively simple to do, it doesn't expand upon the previous tentacle section to explain how?

    Would anyone be kind enough to share the formula needed to achieve such an effect? I can post a gif to explain a bit more clearly what the snake does if my description is insufficient

    Thanks once again, I've gotten some great tips and pointers from this community so far

    I would recommend taking a look at "how I learned to stop worrying and love the expression editor" on the clickstore. It's got good, easy to follow, practical examples of this sort of thing: Please login to see this link..

    Thanks for the suggestion Volnaiskra, I actually purchased this on your recommendation a few months ago, it's got some great looking ideas in it, I just wished the author explained how to make it all?

    Hello, I'm looking for a method/formula to plot an arc for an aerial movement to a horizontal point, something like how Alex performs his stomping special

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    So basically it needs to set a point to the target's X position, then cause the character or projectile to move upward until it's crossed about half this distance and then begin to descend onto the target, any suggestions?

    Apologies if I'm asking this in the wrong forum, but I'm attempting to install Fusion onto a new computer, and the old link I previously used is no longer working, but then it is from 2017.

    Can someone point me where I should be looking, as I'd prefer not to have to purchase it again.

    the case you given is just sine / cosine wave.

    And this is a simple heat wave made years ago.
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    I've been experimenting a lot with Sin/Cos lately, but how would I use it to make an image distort rather than simply move an object left and right, as I don't understand your example?

    Hello, can anyone tell me if there's a method or extension which can achieve this kind of effect, something which can sway and distort an image left and right, preferably with variable levels of amplitude?

    This is the kind of effect I'm looking for

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    Thanks in advance

    Ah I *kinda* understand, I might have to make a small experiment like how you've shown to get a better idea of how it works. Are there any resources/tutorials online where it goes into more detail of how to use objects like this? There's so many of them, but without some idea of how to actually use them, it just feels like I'm always fumbling in the dark.

    Thanks for your help

    Thankyou, that seems to have done the trick, but I don't really understand how the Layering Object works?

    To get it to work for the issue I explained, I had to tweak a few things, putting all the layerable parts (Players/Enemies/Objects) into a new group, then had to move the floor_position variable so it was in the same Alterable Value for all of them, in this case (16) Q

    Would I be correct in my assumption, that when you sort by Alterable Values, the first question when the Layering Object asks you to choose one (in the screenshot), is the Alterable Values in the Layering Object itself, where the values of all the parts to be sorted are stored?

    Sorry if my wording is a bit tricky to understand, it's the best way I can phrase my question?


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