Posts by silvascreen

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.

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    I have created a drawbridge platform that the player can run up as it's rotating from 0 to 90 degrees. The slope works fine up to a certain point, but eventually starts clipping the player. The basic things I need to do are:

    1. Push the player to the left if standing still on the drawbridge.

    2. Have an angle (45? 60?) past which the player can't move up the slope.

    3. Increase the degree to which the player is pushed left relative to the angle.

    So I basically know what I need to do, I just don't know how to put it into equation. Any input appreciated, thanks.

    As you can see in the pictures, I have slot machines (about 10 of them throughout the frame) that will produce random results. At Start of Frame, I generate three Tokens per machine with a loop that positions the Tokens in the three white sqaures of each machine. This part works fine.

    However, for some reason only the first machine's Tokens are taking the ID (which is just an alterable value). The rest of the Tokens on the remaining machines remain at 0. I'm sure this is just part of my lack of sophistication in the Fastloop arena, can anyone advise? Thank you.

    I have a system of three objects that play off each other. There are 11 instances of the three-object set. The obvious solution seemed to me to have each object per set share an instance value.

    Object A = Instance Val 1

    Object B = Instance Val 1

    Object C = Instance Val 1

    then

    Object A = Instance Val 2

    Object B = Instance Val 2

    Object C = Instance Val 2

    and so on


    But when I use the condition "InstanceValue(Object1) = InstanceValue(Object2)" as part of the code, I'm not getting any results. I don't want to use 11 different qualifiers to achieve this. I seem to remember having tried using spread value, then comparing those values, and that didn't work either.


    More specifically, the objects are: a flamethrower that shoots fire, a trigger that sets it off when the player crosses it, and a switch you can step on to deactivate the flamethrower. I need the trigger and the switch to map only to one specific flamethrower each, so I don't shut off all the flamethrowers by stepping on any one switch. I LOVE the addition of instance values and it has made such a difference in my programming, but this is an area where I've hit a snag.

    Thanks as always for your prompt and detailed reply, Volnaiskra. Can you elaborate on this -

    "Also note that I use only one set of detectors in the game. So even if there are 20 enemies on screen, they don't have their own detectors, but just all share the same detectors. "

    How do you make this work? You only have only detector object in the frame but all the enemies can use it? I wasn't able to do this with foreach loops.

    I am having a hard time creating a system of enemies where each enemy gets a collision detector, the detectors move along with the enemy, and the enemy has both horizontal and vertical motion components. As you can see in the code below, I have done this using the only way I know how, using a combination of for each loops and fastloops. The reason I am using fastloops at all is to ensure pixel-perfect collision with the ground when the enemy lands after jumping. Presently, the code seems to be working, except that there are 30+ enemies in a level and the slowdown is unacceptable. I have tried creating a zone that only will run the code if the player is in range of the enemy (not included in the code below), but it messes up the placement of the detectors when I move offscreen.

    This is a complex system so I may be missing some details, let me know if I can clarify further. I can provide a video of what's going on if that would be helpful.
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    I am trying to create a collider that maps to an enemy's X position.

    I have tried placing the collider over each instance of the enemy in the frame editor, and using "collider is overlapping enemy - set X position of collider to enemy". This works up until two enemies overlap, then one "Steals" the other's collider. I have tried everything imaginable to scope the objects so that the colliders are unique to each enemy, but nothing is working. I tried matching their instance values, using fixed values, but the best I'm able to get is one collider follows the enemy while the rest don't move.

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    I reinstalled Fusion and had to re-download all the fx packs like Looki's shaders. Once I finally had everything installed (the .fx files), I started getting these messages when I go to run a frame, asking about ".fxc" files which I have never heard of.

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    I recently had to redownload Fusion Developer and now when I try to open my project I get the message "This file cannot be loaded because it has been created with a newer version of this product. Please update your version." I am upgraded to the latest version 294.10 and even tried installing the beta 294.12 but I get the same message. It seems to happen only on projects over a certain size, as simple apps I have made open fine.