That's really weird - if you have an example MFA, it might be worth putting that up to see if other people have the same issue. Is it feasible for you to switch to a different input object such as the Control-X object to get around it?
Posts by DavidN
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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You can! I use the List object for this, which has a visual component but you can turn it off and use it as data storage instead. It has the ability to load files from disk - you can either load a straight list in like your second example and read it line by line, or use something like the String Parser or String Tokenizer object to split each line into data elements and then read them that way.
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Welcome to Fusion Making Sonic-style games is definitely possible with Fusion - see all the fangames and Freedom Planet, and so on - but it's a deceptively complex game to write, with a lot of difficult physics. If there are specific tutorials on the Sonic Worlds Delta Engine, maybe you could go through those and see where you get stuck?
Otherwise, maybe step back a bit and look at some of the example Fusion tutorials just to get a feel for it and how events work and so on before moving on to bigger projects.
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That's right, Fusion exports 32-bit applications... they'll only be able to address a maximum of 4GB RAM, which I suppose might be affected by 32-bit/64-bit Windows because 32-bit Windows has to reserve some of that first 4GB for itself (leaving only about 3GB), but 64-bit Windows might be able to give it a full 4GB? I'm not certain of this, but I think that's the way it works. So you're really looking for testing with just 3GB RAM.
Also, when did Fusion games get so frightening D: (Great work, though!)
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I use fastloops to do an approximation of this - start a loop 1 times with parameters in global values, and then read the result off another global value (acting sort of like registers, or pass-by-reference values).
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Thanks for the clear example What's happening here is a bug in Fusion that means that sometimes, when multiple objects are created from the same event and then have actions performed on them in the same event loop, only the first-created of those objects will get the actions applied to it - so if two blocks are shot at the same time, there's a chance that only one of the counters will get updated.
To get around this, you could use the "Pick one of [asteroid]" condition in your events to detect the collision between the laser and the asteroid - this will ensure only one asteroid is destroyed per frame. At the pace of this game, it doesn't seem to have an adverse effect on gameplay, but restructuring to this could help if you find this results in skipping asteroids that should have been destroyed:
Laser collides with asteroid > Set asteroid value 'Destroyed' to 1, make invisible
Asteroid value 'Destroyed' = 1 + Pick one of Asteroid > genuinely destroy it and create the score counter. -
This confused me too, as I saw the same thing - go to "Settings" on the top right menu and then use the sidebar on the left to "Edit signature" instead. It looks like the edit fields that are directly on the profile page are just shortcuts to do the same thing, and one wasn't provided for the signature field.
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Yes, you could use the File object to check if the file you're looking for exists. What's your exact scenario - are you looking for a file that's part of your game, or something installed elsewhere? The second option may be tricky.
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Which font? You can look up the license for most fonts online, and the way you're allowed to use them can vary between licenses.
That said, I haven't gone out of my way to look up licenses for fonts I've used in games (though I've avoided fonts that are explicitly commercial).
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What's the request that you're making? A standard GET request will be over port 80, but I'd be surprised if that wasn't open already.
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Maybe the Onu objects? I think I remember it has some sort of spectrum analyzer but I can't recall how much you can get out of it.
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Well, some good news, sort of - I tried building the one-blank-frame file you uploaded and the EXE version works fine on my machine (developer version 284.10). So it's probably not a problem with your MFA.
Trouble is I'm not sure what to suggest from here. Where are you building the EXE to - could it be write protected?
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You've got the NES sound perfectly - sounds like you're off to a good start in music tracking
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Physics objects work in a way that requries the objects to be convex - that is, you can cross the object from one point to any other point without going over empty space. Take a look at this demonstration:
Please login to see this link.
Have a look in the help files for the physics objects to see how they work - I think that in cases like this, you have to split the object into multiple smaller objects and group them together (I'm not very well-versed on Box2D physics).
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That's right - the Steamworks object handles all of those callbacks for you, so all you need to do is use the condition "On achievement unlocked" that Decal mentioned. Or if you're checking to see if a user has an achivement, rather than checking the instant it's unlocked, there's an action for that as well.
There's an example in the Examples folder of the Steamworks object - you can plug your own AppID into it to interact with your game's achievements, I found it very useful for testing them.
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It's the runtime EXE, the executable that Fusion applications get built on - sometimes it gets flagged falsely by antivirus software, so you're most likely safe.
The best thing to do is report it to Trend Micro as a false positive.
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For interfaces, I often find myself writing a lot of boilerplate code that looks roughly like:
+ When something happens:
-> Set object's FadeState to 1+ When object's FadeState is 1
-> Subtract 1 from [object that's fading in] semitransparency+ When object's semitransparency is 0
-> Do something else(And the opposite way around for fading out).
I've been doing this for ages, but I realized yesterday that there had to be a better way - is there any kind of extension/widget that can handle telling an object to start fading out (or while I'm on the subject, moving/easing to some target position) and trigger some sort of recognizable event when it's finished?
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Thanks - hope everyone has a good time during the new year!
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Hi, welcome to Clickteam Fusion! Yes, you can use these extensions in commercial projects.
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If you have the platform you're planning to deploy on selected in the application properties, it should only show you extensions that are compatible with that platform in the New Object window - are you seeing things slip through? (I see how it would be useful to include more information on other platforms if you're planning to deploy on multiple platforms, too.)