Posts by 00J

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.

    why not use the true global values as permanent value holders and just plug in the value from a true global value. Load the global value into the spawned global counter object? I can see why it would have not carried the value over, it needs to exist or load the data from somewhere, when it is spawned it's born with no data connected. I've literally spent years working in this area of storing and loading values. heh

    Oh and for your second part of your post about the counter being placed in the level, did you see the TWO options for making the counter global?
    Called Editor Synchronize? The IDENTICAL portion treats the counter a little different than the SAME treatment. SAME should treat the object as the exact object. Identical treats the object as similar but not exactly the same, sort of like a brother or sister, the other like a twin.

    You could have 99 frames in TGF and if you had a global group, the events would be able to change automatically from frame 1 to frame 99. Really useful if you need to change something, which you ARE going to do... Even if you plan out your idea, and plan out every possible bug and event, you will still eventually have to change something or tweak something...

    Hey, long time Clickteam user. Someday it would be cool to get Global Group Events, like way back in KNP and TGF.
    I don't mean the Global Event List either, that is too slow.

    I mean [Global Group Events] it would push the ease of development with Fusion all the way if this was a feature.
    Right now you have to go through each frame and change your Group of events instead of having that change globally through your project, you should be able to tick Make Group Global if you want.

    This is a much needed feature! The Global Event list is NOT the solution. I remember back in TGF Global Groups, it really made it possible to make very large detailed projects quickly.
    Now for the last few years you have really been limited due to Global Groups not being implemented into Fusion, curious why this essential feature hasn't been added in recent years?

    :D !!! I figured it out!!! :D
    After about 8 hours!

    I finally restructured the code and let my character die, and the character file was gone!

    Funny thing is i had about 20 lines of code all trying different combinations, i just deleted that group and decided to start clean, sat and thought about how it "should" work the way i was accessing the data and it took about 4 lines of code to handle the job.

    Hah,

    the install path, then i'm forcing the filter to look for only the ext. of my game files. i'm also in administrator mode in fusion. I was able to do this in MMF2. It's allowed me to delete the character's file when they died. That forces the player to try hard not to lose.
    i was trying every trick i knew, i might have to learn app data :( i'm old school...

    yeah i know about that but there used to be a function for when you made a group. You could make it >the actual group< global to the entire set of frames. The global events are slow. So what i mean is that say you have 20 frames, you could make a group in the first frame and set it to global to the entire application and the group would show up in every frame. It was really fast too.

    Behaviors work this way because the active object can be made global so any code you put in the behavior will change through the whole application.

    If you remember KNP used to have a function related to Groups, it allowed Groups to become Global to the entire project, not like the Global Events List, but actually in every frames event editor you could have a Group that was global, so you could change and update code and you wouldn't have to go through the whole applications frames and change every single Groups code. This was an amazing feature that allowed rapid and open ended development and experimentation, as Fusion is today you really have to think 20 steps ahead because if your project gets really large, you are daunted by the task of going back through your whole application and changing every single thing you want to change.

    Now i know that you should plan out your project as much as you can, but seeing as that MMF is built up using frames, the traditional method of development doesn't really work. Your ability to access code relies on going into frames and editing them each. I don't know why this feature was removed because it is actually fundamental to the way Fusion previous iterations are designed.

    For example I can go into darkbasic and i have to edit the code in the source, but Fusions source is it's event editor and frames.

    Workaround? I don't know if Fusion actually has just one long list of it's code if you look under the hood, I suspect as much though. I know Fusion is divided up into frames to make the approach to design easier and logical but i wonder if there could be an option to get under the hood of Fusion and edit your application on the source level? Or just bring back the ability to make Groups Global.

    The problems seems to stem around Active Objects that-------->

    * Use Behaviors to destroy active objects using the new box 2D physical elements

    * Active objects that are destroyed using behaviors, that are also grouped i.e. Bad, Enemies etc, that are also using the Box 2D physics capabilities...

    I've managed to fix my issue of APP CRASHING by meticulously [ meaning 2 days -3 hours of re-working everything ]re-coding the active objects to miss this "mine field" although it did lessen the representation a bit, and well as the complexity of the players interaction with the game...

    This really made me miss the good ol stability and unbreakability of MMF 2...

    I've got some shooting enemies that spawn in, i've tried them as both grouped enemies and single enemies. Never had this problem in MMF 2.

    Hey, I'm destroying enemies that use physics movement and my Fusion 2.5 app keeps crashing. Anybody know why?

    Product
    Clickteam Fusion Editor Runtime

    Problem
    Stopped working

    Date
    5/1/2014 3:19 PM

    Status
    Report Sent

    Problem signature
    Problem Event Name: APPCRASH
    Application Name: edrt.exe
    Application Version: 3.0.281.2
    Application Timestamp: 52e1006e
    Fault Module Name: edrt.exe
    Fault Module Version: 3.0.281.2
    Fault Module Timestamp: 52e1006e
    Exception Code: c0000005
    Exception Offset: 0002fe53
    OS Version: 6.0.6002.2.2.0.768.3
    Locale ID: 1033
    Additional Information 1: fd00
    Additional Information 2: ea6f5fe8924aaa756324d57f87834160
    Additional Information 3: fd00
    Additional Information 4: ea6f5fe8924aaa756324d57f87834160

    Extra information about the problem
    Bucket ID: 48177269

    Maybe you can have a target that is always attached to the rope object? Or positions itself to the rope object the object would always exist it would just jump to the rope when you need it, then the character could latch onto the active target object? Maybe?

    Oh and try moving your code around, put the create element above the attach code? It could simply be the order messing things up. Fusion goes top down.