Please post your code, or an snippet that demonstrates/replicates the error. Without code, we are not able to find the problem.
Posts by semar
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.
-
-
Well, the crates "slide" a bit but only when a new one falls on the tower. After that, the tower remains stable ?
I think, a very "irregular" staple may cause that phenomen that you experience. But I *think* this is the "regular" behaviour of the physics engine.
More I can't say, I didn't have experience on it, sorry ! May be some different setting on the physic engine is worth a try ?
Does this staple has a drifting by you ? By me not, it remains stable:
Please login to see this attachment. -
No jittering here ( Html5)... I don't see the problem.. Hmmm...
Which version of Fusion do you have ? Here: Fusion Developer 2.5+ DLC
Please login to see this attachment. -
Any .mfa as "working" example ? It's difficult to help you without to know what you have coded.
-
Update.
After some very useful suggestions from Triadian and Peeblo on Discord, I can now render a .B3D level with its lightmap and textures in the correct way.
The key here is to use the FF (FireFly) material cache, and set the texture-1 of to the texture used in the level and as texture-2 to the lightmap. Repeat this for each texture used in the level ( the lightmap and the texture files should also be located on the same directory where the .B3D resides ) paying particular attention at using the same texture index used by creating the level. Then apply the material(s) to the level. The "slot" (index) represents the index ( 0-based) of the texture, again, used in the level editor.
You should use also "Light Map" as material type, and Bilinear as Linear Filter ( at least, this worked for me ):
Please login to see this attachment.Please login to see this attachment.
Then in the frame event:
Please login to see this attachment.I've also found that turning anti alias off ( for the material ) gives the best results. Check also the Fog to true, if you like to have it in the level.
Please login to see this attachment.
I hope it makes sense. If it is not clear enough ( sorry for my english ), I could do a step-by-step tutorial about it.
Many thanks again to Triadian and Peeblo on the Click Converse channel by Discord.Take care,
Sergio -
I have updated the files, it should now load the texture. The file fusiontext.txt should be renamed to fusiontest.b3d. All the files should be located on the same directory.
-
[UPDATED] Please refer to my latest post. This one is no more relevant.
Dear all,
I'm new to FireFly ( impressive btw ) but not completely new to 3D. I use a tool to make 3D levels, and this tools exports the level in the format .B3D
FireFly loads this format flawlessy - which is nice- however, the textures are not rendered "clean" as the rendering tool I use does.
I don't know how to explain the effect. By moving the camera, this effect is more evident as when the camera does not move. Still, the textures have something on it, like "dust", that moves while moving the camera. This "issue" applyes also to the other textures of the level.
Here a still image of the two applications side by side. Left one is the FireFly, right one is the other tool.
As you may notice, by FireFly rendering there is something like "sand" or "dust".
I'm aware that 99% of the problems are between the chair and the keyboard, that's why I ask:
am I missing some obvious setting here ? I've tryed however following settings on the project/frame:
-setting / unsetting antialias
-changing directx
-project/frame resolution
I've also compared the textures with the others used by the example. They have the same "bit deep" ( 24 ), but the format in the FF example is jpeg, while the one I use in the other tool is bmp. FF uses also 512X512 texture size, while my tool 256X256.
The Project and the b3d File(s) are in the attachment for your convenience. The level is loaded in a static mesh. You may have to change the event in order to load the .b3D file accordingly with your directory tree. Run the frame ( or the project ), use the arrow key to move, and see that "sand" moving on the surfaces.
Important please note that the format .b3d is not accepted in the attachments. So I've changed the extension to .txt. You have to change the extension to .b3D once downloaded.Thanks for your attention. Any help would be greatly appreciated.
[EDIT] Please consider my next post, I have updated the level and attached the texture. [/EDIT]
Please login to see this attachment. -
Cute graphics ! Nice and polished game. Congratulations
-
Thausend Thanks fredetmumu - really appreciated
-
Thanks. It's not really detailed as the raycasting, but interesting concept indeed.
I've noticed also, if I run the frame, the bricks are red, while if I run the application, different colors are used:Please login to see this attachment.
Please login to see this attachment.
-
Hi all,
I'm looking for the raycasting object by Chris Carson or Daniel Rehn (2009) which seems - at least for me - impossible to find. I've already asked other users, which have me suggested to ask to Kisguri. Dear Kisguri, if you read this message please contact me !
Please login to see this link.As a Reactor Patreon, I didn't find it either on it. There are other pseudo-3D examples - quite impressive if you ask - but not what I'm looking for.
I would like to buy this object in order to do some experimental doom-like games.If anyone could help me in that regard, it would be nice.
Best regards and have a nice day,
Sergio -
-
-
-
Sorry for the delay guys, there were some complications for me since Xmas, the last weeks were a bit complicated (my heart has "changed" and my pacemaker settings required a couple of adjustments). The good news is that everything seems now stable, fingers crossed. I'm back on the build 296 at a normal rate, I'll post an update asap!
And btw thank you all for the kind words
These are really good news, thousand Thanks for your feedback dear Yves !
It's also nice to hear that you are back to the build 296. But please take care of your health first, which is the most important thing of all !
All the best,
Sergio -
IT WORKS !!!
Many thanks tobydavis for your patience and time ! Now I can finally use the standard transitions also in HTML5 !
I really appreciate your work and the detailed informations. You have even corrected/updated your posts above - I'm deeply impressed !
You own a pizza margherita and a beer from me
I've tested the whole project right now, and also by the second level the transition works like a charm !
Thanks again for your kindly effort tobydavis - really, really appreciated !
Best regards,
Sergio -
Hi semar,
Thanks for the MFA.
I think I may have found the problem in the runtime. I will provide it here once I do some more testing.
It is still a change in RunLoop.js and actually makes my previous fix unnecessary since I believe it fixes the root of the problem.
This is indeed really nice to know !
-
Thank you tobydavis !
I've started a conversation. There you can find my main project.If you have any question, feel free to ask ! I would be very happy to help in order to nail down this issue.
Best regards,
Sergio -
Hi Sergio, thanks very much for the help.
I can't open the MFA I think because I don't have the 2.5+ DLC or the developer version. I get a 'file cannot be loaded because it has been created with a newer version' message.
Is there any way around this? Thanks again.
I strongly suggest you to buy the DLC, since it adds lots of important features and is really worth it ( like for example child events ).
That said, here the screenshots of the modified code:Please login to see this attachment.
Please login to see this attachment.
Hope it makes sense to you,
Sergio -
Update.
I'm trying to nailing down the problem.By this event - again a test with a qualifier:
Please login to see this attachment.
I get this error:
Please login to see this attachment.If I perform the same test on a simple active ( no qualifier ) it does not raise any JavaScript error:
Please login to see this attachment.Please login to see this attachment.
It seems there is a problem between fading (in) and qualifiers in the HTML5 extension. I'm willing to help and try any solution.
Regards,
Sergio