Does anyone know if there are instructions or a tutorial for this anywhere? I just purchased and downloaded it. Been playing around with it for the last half hour, but I cannot for the life of me replicate the effect. I even copied all of the active objects and events verbatim into another frame, and they didn't behave the same way. It appears to be a set of active objects that cause a distortion to the background - but they don't do that when I use them in my game. I must be missing something?
Posts by Colonial_Settler
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.
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Thanks NaitorStudios and Pixelthief. You were right - my code was fine, it was a small oversight with the "type" of array the object was set to. Changed it from Text to Numbers and it worked right away.
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I have a 128 x 64 array, and I want to loop through and find the X & Y dimensions of every entry equal to a specific value. So for example if the array contained the number "7" at indexes (1,10), (1,25), (5,10) and (32,64), then those array positions would be recorded into like a rich edit box, let's say.
So at the moment I have:
* Button clicked
> Start Loop "vertical" 64 times* On Loop "vertical"
> Start Loop "horizontal" 128 times* On Loop "horizontal"
+ ValueAtXY( "Array", LoopIndex("horizontal"), LoopIndex("vertical") ) = 7
[Rich Edit Object] > Str$(LoopIndex("horizontal")) + "," + Str$(LoopIndex("vertical")) + ","Trouble is, I'm not getting anything. If I remove the 2nd condition under "On Loop horizontal" then sure enough, it appends every single loop index to the text.
So the comparison condition doesn't work.
Anyone know a better way to do this? -
I have installed the latest Android SDK, Java and Gradle, and Fusion 2.5 gives me this error message when trying to compile:
FAILURE: Build failed with an exception.
* Where:
Settings file 'C:\Users\User\AppData\Local\Temp\And3C9C.tmp\settings.gradle'* What went wrong:
Could not compile settings file 'C:\Users\User\AppData\Local\Temp\And3C9C.tmp\settings.gradle'.
> startup failed:
General error during conversion: Unsupported class file major version 61What can I do?
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Does anybody know a way to communicate with the GPIO (General Purpose Input/Output) pins on a Raspberry Pi 3 in Fusion?
Android or UWP should be formats that both work on a Raspberry Pi OS (Android or Windows IoT).
I know how to work with GPIO in Python, but can't find any reference to the Python object that's newer than 4 years old, and don't know if it's still supported by Fusion 2.5 or compatible with the Android or UWP exporters...
Any help would be much appreciated.
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You're right, Julian. The inbuilt for-each loop works fine across the different platforms but my reliance on that extension was holding me back. I replaced all the relevant events and things are running smoothly now
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As the title says, my ForEach loop works perfectly under Windows but simply doesn't work once I've exported the app to Android.
The only reference I can find to this problem is a thread from 2013 (with expired DropBox links) where the problem seemed to be resolved by updating the extension's files - but I'm using the current versions of both Fusion 2.5 and the ForEach extension (from the extension manager).
I'd really appreciate if anybody who's encountered the same problem has a solution.
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(Paid offer)
((Fusion 2.5 Developer))
I have an app in which the user can tap on a photo (Active Picture Object) and be taken to a Frame that needs to load a thumbnailed list of photos from whatever the user's default image directory is. The job is to create the aforementioned frame, where the user needs to be able to tap / select one of these photos, the full path + name of which will be stored in a Global String.
PM me for more details :pacdot: :pacdot: :pacdot:
- James
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Does anybody have an example or method to browse photos in Android's photo locations? I'm using Standard rather than Developer version.
I had this working photo browser in my app (albeit it only returned their file names in a list), until I changed my phone and then noticed that my app no longer works on the new phone, which stores images on an SD card rather than internal storage. I guess what I need is either a way to allow the user to specify the photo/image storage directory, or a command that will return the directory that the OS is using. Anybody successfully done this yet?
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Thanks lh37 - I tried that originally, but a shortcoming of the Android New Dialog Control's File Selector is that it has no "gallery view" (at least that I know of), and I am wanting to have the user browse images.
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Is there some trick to getting the Load File Selector working in Android? (that's if it's compatible with Android)
I have tried
> Open Load File Selector on ""
and
> Open Load File Selector on "DataStorageDirectory$("Android Object")
but neither event does anything. Could I be missing a step?
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My platform needs to be a curved hillside, which is randomly generated at the start of the frame such that no two games are the same. I'm happy with that part of it, but what I don't understand is why objects are being chopped off if they were inside the frame but outside the initial game window area. I've never seen that in MMF before. Does anyone know why that would be happening in Fusion 2.5? Could it be a bug with the free version?
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I'm trying out the free version of 2.5 before I upgrade from 2.0, but in my test game, I'm experiencing a weird issue.
I create a ground via a loop, whereby on each loop an object is pasted into the background as a platform, with a frame size larger than the game window size - the game scrolls. However, when the game window begins to scroll, I see that the ground objects either aren't there or have actually been cut short beyond the boundaries of the window size.
Attached is a screenshot to show the problem. Any ideas?
Please login to see this attachment. -
I'm trying to have an Overlay always set to the same position as my Active, in order to recolour a specific part of the Active object, since I know of no other way to do that in MMF (the specific area of the Active is more than one solid color, so recoloring options aren't working too well).
Always > Set Position of Overlay relative to Position of Active
The trouble is that when my Active is moving around the screen, the Overlay (or whatever other object I set to Always have the same position) always lags behind on some frames, so you can see that it's 2 objects. Does anybody know of a way to reliably get two objects to always have the same position, without the lag?
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Del_Duio: The big problem is, the character is a rendered image so the hair, clothes etc aren't a single RGB color. It would be really simple if it was, but it's an image with 24 bit color depth, so there's a few thousand colors. I've been playing around with algorithms and tricks to change pixels of various RGB values, but so far unable to find a workable method to change them all (so many different pixels with different RGB values to account for). It would be easier if I dropped the color depth of my character to 256 colors, but that does degrade the quality somewhat.
Konidas: It is planned strictly for PC at this stage. Do you know of any way to change the color of specific parts of an active object using shaders?
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Well the trouble with achieving different color combinations through different animations is that I want to have different parts of the Active Object color changeable by the user. Sort of like how a Sims player can customise the appearance of their character(s) - although I'm not aiming for anywhere near that extent of customisation.
Let's say conservatively I have 4 options for hair color, 4 options for clothing color one, and 4 options for clothing color two. That would require me to produce 64 versions of every single animation, to include all possible chosen color combinations. The time factor and the resulting file size would make this an unworkable option, not to mention the risk of a cardiac arrest if I had to go back and revise any animations.
Alternatively, I could create a single version of each animation and then find a way to manipulate the image, say with a palette swap, some kind of filter or after effect.
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I've been replacing them one at a time, but within a Fast Loop reading from an Array file containing a list of individual RGB values taken from the image. There is indeed a pause when you use the Replace Color function. When my loop goes through 256 colour replacements, it pauses the game for about 20 seconds - and the image has much greater than 256 colour depth
I'm guessing this leaves me in need of a palette swap method, or some kind of a filter I could hang over the active, if it wasn't going to slow things down too much...
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I have a character with many animation frames, and I want to be able to change the colour of various parts of her uniform at runtime. There are too many possible colour combinations to do this with new animations, given the high number of frames to begin with.
I've been playing around with Animation --> Replace Color within Fast Loops, but I can only get this to work for about half of the various shades of colour in the article of clothing, at best.
I can't use different objects for the character and clothing because they don't always seem to stay in sync (Always --> Set Position To...) so when one object's position lags behind by a couple of pixels, you can clearly see that it's two objects.
Does anybody know of an effective way that I could recolor the pixels within a particular RGB range, or palette swap an Active Object? Or maybe there's another way that I'm missing?
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Yes, destroying the active.
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I have a game working in MMF2 that pastes an Active Object into the background as a Background Object, which I've specified to be "Not an Obstacle".
When I export to SWF, the newly created Background Object keeps registering collisions, even though it shouldn't be an obstacle. I've tried using the "Paste image into background" and "Add Backdrop" functions with the same outcome.
Is there a known issue with the SWF exporter that would account for an Active Oject colliding with a non-obstacle backdrop that's been created from an AO?