Posts by pulsecode

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.

    Hi,

    Just a quick endorsement of Skyhunter's work!

    He did some great work for me recently on a level editor.
    He's very easy to communicate with, understood my ramblings about what i was trying to achieve, provided great service, was fast and got it spot on first time!
    I'd highly recommend his services to anyone :^)

    I've just started properly playing with the Mac version of Fusion and so far it's been very positive :^)

    I do have a question though. I'm not sure if this is a bug or me mis-understanding something...

    So i have a project, built originally in the PC version of Fusion (all up to date) which has 4 edit boxes and two buttons in it for storing some values and saving / loading.
    All works fine on the PC.

    If i transfer the .mfa over to the Mac however, none of the edit boxes or buttons show up when i run the program.
    I tried changing the Build type between PC, Mac and even iOS but no luck, the boxes always vanish at runtime.

    I tested a fresh empty project (just dumped some buttons and edit boxes) and they all show up just fine, so i'm wondering if there is an issue with projects started on a PC and then brought over to the Mac?
    OR! I could just be being exceptionally thick and missing something obvious :^D

    BartekB, that's very cool! That does fix it, but only with active to backdrop collision.
    So if the ground is an active (in my game's case they are floor tiles that collapse from under you), it still floats 1px in the air. So like schrodinger posted before me, where the physics objects are on top of each other, it still happens too.

    I've edited BartekB's example so that the left side of the floor is an active. 2 objects drop and you can see the one on the left floats once it has settled.
    Change the starting height though and you can see the inconsistency. It really depends which side the box rests on as to whether it floats or not.

    Please login to see this attachment.

    Hey schrodinger,

    Thanks for that! Unfortunately that doesn't seem to fix the issue (i tried all kinds of numbers).
    I'd tried changing the object size to have a definite center pixel before and that makes matters worse!

    I thought it seemed like the issue happened on one particular side (as that thread you linked to suggests its the left side that is screwy!) but i have witnessed kind of the opposite. It seems to happen on ALL sides except for one :^p Damn!

    Haha fair enough. Yeah definitely seems to be a rounding glitch. Oh well!

    Hmm, a month on and no responses.
    I'm guessing this isn't so much me going wrong and rather an actual bug / flaw then?

    Just did the latest updates, hoping perhaps this might have got tightened up but alas, still floating physics objects! Oh well :^\

    Hi guys,
    It's been a long time since i was active but i'm trying to whip myself into some productivity :^)

    I have a nice little engine up and running and i thought, just for fun it might be nice to have some physics objects in my game. Not integral to the game play in any way but just something visually interesting.
    And so i thought, crates! Specifically ones you would push for a puzzle and that would shatter once used.

    Cue the physics engine!

    But there is a quirk i remember even from beta testing and i wonder if i'm just being thick and not seeing how to fix it, and so here i am :^D

    So i have 32x32 tiles and a 32x32 crate active object. It's simply a brown square for the moment.
    I tested flinging it about and although the actual movement is very satisfying, one glaring flaw remains. It is constantly floating 1px above the floor!
    Considering the game is a somewhat low res game using pixel art, that 1px gap renders the effect unusable :^\

    My object is set to Physics - static movement. I've tried collision shape as box and as shape of first image. Turned smooth rotations on and off. Even tried making the crate 31 x 31 so there is an absolute center pixel but nothing helps.

    Here is a snapshot to illustrate what is happening.
    Please login to see this link.

    Hopefully some bright spark on here can show me where i'm going wrong :^)

    I just saw this on Facebook, so i have no knowledge of the thread so far but i'd like to weigh in!
    I'd be 100% behind a crowd funding for Fusion 3. I love the old / current stuff a lot, and F2.5 is absolutely amazing but i think it has been teetering on the edge of greatness for a long while and it needs that extra shove!

    IMO at least, any funding initiative should be focussed on the next big thing rather than the current.

    Maybe i'm missing the point. Again, i saw this on Facebook and am just jumping right in.
    But i reckon supporting the future of Clickteam is a much better idea than extending the current.
    These guys are capable of so much more than what we have now (and what we have now is pretty bloody awesome).

    Hi Danny, the problem i was having was i could monitor it, no problem! But actually using it on collision was proving wildly inconsistent.
    No matter where in the loop i was doing it, it seemed that sometimes my recorded value (used for "set x velocity to recorded value * -1" ) was the velocity at the point of impact and sometimes it was the velocity immediately after impact (ie 0!) And further still, sometimes i have no idea what value it was using. So i'd sometimes get a full bounce, sometimes none at all and sometimes a sort of half hearted bounce.

    In the end i found a solution, which was to record left, right, up and down in their own alterable values.
    I'm using the "twitch" method i mentioned in my original post, so recording left and registering that collision for example is now done like:

    Set player x to x -1
    If player is not overlapping backdrop and x velocity is less than 0 -- Set Alt A to x velocity value.
    If player is overlapping a backdrop -- Set x velocity to (Alt A *-1) / 2
    Set player x to x +1

    It feels possibly a little bit overkill to record each direction separately, but this was the only way i could get completely consistent results.

    I have a little conundrum with the Platform Movement Object that is frying my brain!

    What I'm trying to do is record the X velocity when colliding with an obstacle.
    I want to be able to use that value to bounce the player off the wall.
    So say they hit the left wall at velocity -500, I want to record that on impact, invert it, divide it by two and then set the X velocity to that new value.

    I cannot find a way to record that value though.
    Using Test for obstacle overlap & is overlapping backdrop (as I would for telling PMO it has hit something) doesn't do it.

    I also tried "twitching" my player to check collisions with:
    Always set x to x -1
    Check for collision and add velocity to an alt value
    Always set x to x +1

    I just can't seem to fond a consistent and solid way of recording the x velocity at the moment of collision so I can use it elsewhere.
    Any ideas on how I might be able to do this?

    Haha, ahh ok that makes sense now :^)

    Yeah, it's a small price to pay I guess. Its amazing that the market is a little more like the old c64 spectrum days (albeit significantly more crowded now!) again, and almost anyone can publish their game.
    It's kinda nice! But like you say, it's really not particularly fire and forget.

    Haha ah poor flash... though I was never much of an actionscript fan :^p

    Cool :^)
    I am still slightly confused at those numbers though... mainly because older iPads are 1024x768 and newer are 2048×1536... so I have no idea where 720 comes from? (that was my point earlier! I couldn't figure out what your nice round numbers were based upon!)

    Regardless, it works and your game looks way crisper than mine. For whatever reason the frame / screen combo you picked results in very slight pixel size variations but no fuzzy resampling effect... whereas my frame / screen combo (even though it is exactly 1/4 of my iPad res and 1/2 an older iPad res) ends up getting slightly blurred / resampled / whatever is going on! Haha! Weird :^\

    Yeah mobichan, I'm failure with your (rather awesome!) game!
    I just wasn't sure where you picked 480 x 320 from. I guess I assumed the whole "fit inside and adjust window size" thing basically kept your aspect the same but showed more pixels to the right / bottom as required by the various screen sizes.
    Clearly it's not as clear as that because a retina iPad with a horizontal res of 2048 is still using your 480... which clearly doesn't divide neatly.

    I think I'm just confused as to why the res I picked, which was a neat 1/4 of my devices screen res would have any resizing issues. there should be no remainder... it should be crisp and neat.

    And as for the whole iPhone 6 thing... it makes you wonder what the decision making process within apple is.
    Like you said, it sounds like a waste of bandwidth for their processor and I don't really understand the gain. Retina is already crisp enough for a mobile device... there is only so far you can go before it's entirely wasted "resolution".

    Well that's what I figured, but I do get fairly inconsistent results.

    I more meant why did you choose 480x320 by the way mobichan. I tried running my app at that res (the frame is a lot larger as it scrolls) but I get inconsistently sized pixels!
    It appears to be showing 480 x 320 of my game pixels, so no window size adjustments are happening to suit the device I'm running it on, and obviously 480 does not go into 2048 neatly.
    So what I see is every other column of my game pixels is 1 ipad pixel wider and every other row is 1 ipad pixel taller. It doesn't sound like much but it does look weird.

    I've taken a snapshot to try and illustrate this: Please login to see this link.
    That's a portion of a screen capture straight off the iPad. I chopped a portion of his legs off (ouch!) and put a row of black and white 8x8 "pixels" along the top so you can see a little easier, the columns with the white pixels are 1 ipad pixel wider and the bottom row of the portion I chopped off is 1px taller.

    Settings for this are:
    Window size - 480 x 320
    Frame size - 1537 x 384
    Image Compression - Color reduction
    Smooth resizing - Unchecked
    Display - Fit inside and adjust window size

    mobichan, your game does exactly the same for me on my iPad. I probably notice slightly less as it's not my artwork! But I took a snap and sure enough, every other "pixel" is a different size.

    I'm doing something similar in that its all scaled up. Also using "Fit Inside and Adjust Window Size" display setting for iOS.

    Can I ask mobichan, why did you pick frame size of 568x360 and a window size of 480x320? What is that based on?
    See my logic was, the resolution of my iPad Air (which I'm doing 90% of my testing on!) is 2048-by-1536, so I went for 1/4 of that res, figuring that would be a perfect 400% upscale.

    I'll try your res out tomorrow and see if it affects anything.

    Regardless though, it is very odd how everything is razor sharp when any iOS overlays are shown and then goes fuzzy when they are not.

    I don't have to do anything special to make it happen. Literally ANY app I export and test does it.
    Although I do tend to work in 512 x 384

    I've sent you a PM with the .mfa of my current project in it. This does it.
    What I tend to do is, swipe up and hold about an inch from the bottom of my iPad screen, that way the little tab for the media controls appears, that way you get a good look at the entire screen while your finger is still held, the tab stays and everything is crisp. Once you let go after a short delay the tab slides off the screen and ping! Everything goes blurry again.

    Yeah Perry, I agree! I think it's safe to say it's an issue with the actual iPad itself.

    I had not tried a test program! Actually I didn't even think there was such a thing (I should have guessed though!)
    I no longer have that iPad now anyway. I upgraded to an iPad air and traded my 4th gen.
    Would have been nice to know what was causing it but I wanted to move on and be able to test stuff so... off it went!

    Time for an update!

    Ok so I think it's safe to say I can confirm it's an issue with the actual iPad itself.
    It's very strange. It doesn't affect any other apps, not even games from the app store that I know were made with Fusion (specifically tested Manos and Awesome Land)
    But if I test any of my own stuff on it, it runs at 50% frame rate.

    I tested the exact same stuff on another iPad 4th gen and it all works just fine, full speed, no issues.

    I have tried doing a full factory reset on my iPad and still, everything of mine I test runs half speed.
    So clearly not a Fusion issue :^) But I do wonder exactly what would cause it to act that way. Like I said, it doesn't appear to affect other apps.

    Oh well, gives me an excuse to upgrade!