Posts by willy
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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Thanks, this works great. I think I can make my project work by simply reversing the counter itself, seems like the cleanest solution.
Attaching the updated mfa for whoever may be interested
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I am trying to create objects that move forever up and down. The objects should wrap once leaving the top or bottom of the frame. The objects must also be bound to a common value, this is because I want some logic to carry across frames.
I'm setting the Y position of the object ("Block") through this expression:
Code( ( StartPosY( "Block" ) + Offset( "Block" ) + ( MoveDir( "Block" ) * value( "Counter" ) ) ) + Frame Height ) mod Frame Height - 32
This works fine, except
- The objects wrap too soon when leaving the bottom frame. The object should fully leave the frame before wrapping. Removing the "-32" at the end of the expression only reverses the problem.
- The objects "jump" when the direction is changed. I tired fixing this with the "Offset" value, but no luck
I am attaching the file if anyone would like to have a look.
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I have all my enemies running on instances of the platform movement object. Now I am trying to create a Metroid type wall crawler.
I've almost got it down, but the transitioning between walls, floors and ceilings is not quite right. I think because of the triggers are not positioning correctly on this transition.
I am attaching the mfa. The first frame seems to be mostly functional, but it can't crawl all surfaces. While the second frame shows how things break when I continue adding surfaces.
Any help is appreciated!
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Thanks Yves ! Any chance the tile map loader ram issue will be resolved at some point? Please login to see this link.
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I've never thought of doing it before, but it's certainly a good idea, and I didn't know Tiled had such a feature.
It doesn't accept command line arguments, but you could use echo to save the result to text, then launch the game and load that saved text.chcp 65001
echo %1> path.txt
app.exe*tiled command line option to specify %mapfile.
Save it as a *.bat file and run it on the tiled command line.
If the game has a function to load path.txt at startup, the path will be loaded and the rest is just a matter of loading the files in that path.Thank you. I created the bat file which now successfully creates a new txt file called "path.txt" with the text "ECHO is on." and then runs my game.
It seems Tiled won't run the bat file for some reason, but I'll test around with it some more.
Please login to see this attachment. -
There is a tiled extention at Please login to see this link.
Thank you, yes I am using that extension. Now I am trying to Please login to see this link. through the fusion exe so that I may run my map directly from the tiled editor. Is this possible?
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I am using the tiled editor for my maps. The editor has a feature that allows for running external programs and passing through arguments (Please login to see this link.)
This means I could work on my map in tiled, then launch my game from the tiled editor. If fusion allows for passing through arguments, I could also launch my game and load the current map in Tiled. Quite useful for debugging.
A workaround is to manually edit a txt file that holds the map name, but this would be an extra step.
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The physics platform movement is lacking flexibility. Anyone know of any examples or tips on how to manipulate a static physic object in order to get similar flexibility as the PMO extension?
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Surface Object can make a compressed 32-bit PNG (as PNG uses zlib compression), but if you're looking for pure black and white that'll still be bigger. You might want to use something that can make a pure black-white BMP - but not many libraries do that, and Fusion doesn't. Possibly you could make the BMP file yourself in Binary Object, but that won't be a simple thing to do.
Yes I tested Linky's example and it seems to compress rather well. Unfortunately it seems like I can't get a proper screenshot using the surface object when I scale the window using the window control object.
I could also just stick to the "Screen capture" object and use an additional tool that run a batch operation through all the images and compress them. Would love some tips on some good tools here!
Edit: Please login to see this link.actually seems quite nice for this
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Linky I just added this concept to my project, and while it does compress the PNG, it seems to have issues when i scale the screen using the window control object.
My goal is to generate a mini--world-map. So I've made a system that:
- loads a level
- scales down the screen using the Window control object
- takes a screenshot
The system then loops through all the levels and repeats.
So this is the output I want, a large level scaled down:
Please login to see this attachment.
But the Surface object returns this, which I believe is the top left corner un-scaled:
Please login to see this attachment.
Alternatively I could just use the "Screen capture" object and then separately find some batch tool that saves the PNG as a compressed PNG. Anyone knows some good tools here?
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Check this: Please login to see this link.
Thank you, this example seems to save the file at a more reasonable size.
Have you had any luck if it allows saving to .jpg or .bmp?
The "Screen capture" object does allow for this, but still does not compress it.
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I've set up a system that takes a lot of screenshots and outputs them as png files.
I use the "Screen capture object" and have deactivated "Capture high color modes in 24 bits".However, when I open one of these files in MS paint and re-save it as PNG, the file size is 53% smaller.
Are there some other options which compresses the PNG file better? The forums mention the surface object, but I don't know how to take a simple screenshot using this object.
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Thanks! Yeah I guess I just have to give each map an unique ID as well, then combine it with the object fixed value
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Yeah I guess that is the problem, I do reload the frame when I load a new map. The fixed values are then not possible without adding another set of numbers.
Each map has a name/string. So I could try to turn each letter of that string into a number, then add it to the fixed value. It could work, but would add a lot more complexity.
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I've got a project where the player can walk back and forth between areas (frames), just like Zelda or Metroid.
Now I want to store the enemies that have been killed, so that the player won't have to fight them again each time they walk back and forth between areas.
I do this by giving each enemy an ID and adding that ID to a list or array. Then I destroy that enemy when the frame loads and its ID is present in the list or array.The enemy ID is set from its "fixed value". I thought this value would always be unique, but I guess it is not when I load different areas from external files into the same frame.
Are there any tricks to keep the fixed value unique in this case?
I could add a second set of numbers to the enemy ID based on the different areas, but this would add another layer of complexity I would like to avoid if possible. -
There are also two issues with the Tile Map object. Is it Clickteam or Looki who is supporting the object?
- Massive slow down when using two or more TileMapViewPort objects. This has been solved by Azarl, but is not committed to the official branch.
The issue isPlease login to see this link.. Azarl's Please login to see this link. - Memory leak when reloading a map. This issue is not resolved and is Please login to see this link..
It seems the second issue is with the Tiled map loader object, not the Tile map object. There is a file Please login to see this link.
- Massive slow down when using two or more TileMapViewPort objects. This has been solved by Azarl, but is not committed to the official branch.
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Azarl made this example that shows it is in fact the Tiled map loader object that has the RAM issue, not the Tile map object .
Attaching the file below which deactivates the tile map loaded code resulting in no RAM issue. If you add the tile map loader code back in, the RAM issue continues.
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There are also two issues with the Tile Map object. Is it Clickteam or Looki who is supporting the object?
- Massive slow down when using two or more TileMapViewPort objects. This has been solved by Azarl, but is not committed to the official branch.
The issue isPlease login to see this link.. Azarl's Please login to see this link. - Memory leak when reloading a map. This issue is not resolved and is Please login to see this link..
- Massive slow down when using two or more TileMapViewPort objects. This has been solved by Azarl, but is not committed to the official branch.