Is everything on the same layer? I had something similar occur when I was making a level builder with arrays and fastloops. I discovered I was accidentally pasting some objects on the wrong layers.
Posts by Shawn
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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Here's an 8 direction example someone made for me a long time ago. It uses the Physics Engine and is 8 directions with same speed on diagonal movement.
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Basically you'd just be changing the run animation to a brief skid animation upon changing direction. So if player is facing right, then presses left, change run animation to skid. That's how I'd go about it. There might be other details to refining it, but that's the basic idea.
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Thanks guys,
By the way, I think it would be a good idea for us to gently apply pressure on Clickteam to look into a better native gamepad solution. The current extensions leave a lot to be desired. The XBOX gamepad extension is pretty good if your game doesn't require analog feathering, 360˚ direction, or Playstation controllers. Joystick 2 supports the most gamepads and features, but has a number of problems, beyond the various usability issues that VACCiNE tries to remedy. People have had problems with it not working properly on Steam, and JimJam Please login to see this link.that found that it has some input lag issues as well. Also, it seems like the next generation of consoles is coming soon, and who knows how the 9-year-old Joystick 2 will handle the next generation of gamepads.
I completely agree. I'd like to see a more robust and complete controller solution for Fusion built in.
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Make sure you have your layer toolbar showing (CTRL+K) then you can use the eye icon to disable the visibility of a layer.
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Since you're already using the ini object for checkpoints, you could also use the ini to track whether an item has been picked up, and start of frame destroy that object. If you have a lot of objects to track though, an array would be easier.
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Assuming you don't mind the file being placed in the same directory as your app, apppath$+"filename.txt" should solve the problem where it's checking for the file. That's what I do for my data files.
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You could also use "fire event after given delay" under timer events.
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I downloaded the mfa and I guess I'm not understanding what the problem is? It looks pretty normal on my 1080p display. Downscaling is going to lose some detail no matter what compared to the 4K image, but it didn't look bad.
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I want to understand exactly what this option is about and I can't find any documentation on it. It's underneath Base Frame in application properties (see attached pic). I'm assuming this sets the priority for events that should be checked or fired first? Default option is "Frame events, Global events, Behaviors". Main reason I'm interested in understanding what this does, if I put my game logic into the behavior of a global active, I'm assuming it would be wise to change this option to one that puts Behaviors first, like "Behaviors, Frame events, Global events"?
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I'm going to plug Please login to see this link. here. I think Godot is pretty easy to pick up and a good choice for someone wanting to go from Fusion into coding. It's open source and continually being worked on. Worth a look.
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I try using groups as much as possible.
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The only thing is using behaviors, how do you control ordering of events? I guess if you put everything in one objects events it would work, now I think about it, using a combination of global events, frame events and behaviours, you could actually order everything exactly as needed? Frame > global > behaviour, put everything in global and frame specific stuff in behaviors, then lateUpdate stuff in global object behaviors 樂
My thoughts with using a behavior would be to just have everything done in there as if you were using the regular event editor for all your game's events. The global active object would basically serve to make your game events global for every frame you want them in. So for instance, a title screen obviously wouldn't need the game logic in it, so you could just use that frame's event editor and not bother with the global active object for that frame.
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Did you place that active object in all the frames? Just uncheck the "create at start" box in the object properties so it only exists when you create it in your events. But even if it's set to be global, it still has to be placed somewhere or it will be ignored by that frame. But if the object is being created at start of frame in every frame, you might as well just drag and drop it where it needs to be in the frame instead of using create object events.
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Almost, but I did have a bug with the wrong object showing in the global event editor (have you had anything like this?) when I chose it, all of the alt values were for a different object until I restarted Fusion. This was after copy-pasting events from a frame, so not sure if that's part of why it happened.
Also, having to put absolutely every event and group into the global editor and just toggling level specific groups is the only solid way of being able to make certain events and groups will happen in specific event ordering. Things like manual pause functions (disabling the main game group) might not work properly if you have any groups or events in frames.
I'm trying to figure out just how viable it is to put the entire game code into the global event editor and leave frame events behind, so I'd be interesting in hearing how you go about it!
I personally haven't experienced any strange bugs in the global event editor so far. I think the global event editor would work out just fine for the entirety of a game if you organized things in groups and activate/deactivate as necessary. I organize things pretty extensively in groups as it is so for me it's not much of an adjustment. But I also have been thinking that maybe using a Behavior for a global active object could potentially be better because then the game events would only be in frames that actually need them and you could still have frame specific events without having to switch things off and on. But activating/deactivating groups isn't that much more work really so probably not a big difference. Probably mostly just a difference in how you personally prefer having things organized.
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Would it possibly work to add it as binary data in the Data Elements window, then load them as necessary? I haven't tried that with video files so not sure how it works out.
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Okay, bear with me, I'm trying to word this clearly so people understand what I'm talking about. Previously, Fusion had limitations with the Global Event Editor and Behavior Editor which made it inferior to using the regular event editor, so it was better to have a level loading routine to build a level in a single frame to avoid having to go back through several frames of events to fix bugs in a large game. But it had the downside of not being able to just quickly and easily construct levels in the frame editor and run with it. It added complexity to your workload when Fusion was all about rapid development.
Now, all those limitations appear to have been fixed with 2.5+ and various updates. So unless you have a specific need for loading levels into a single frame or a level editor, I see no real reason to use that method versus just building your levels in multiple frames and either using Global Events, or putting all your events into a Behavior and setting the object to Global so that any changes you make happen across all frames. Is there something I might be missing or is this as big of a time saver as I think it is? I'm sure there's other use cases for loading levels than what I mentioned, but by and large it seems it's mostly unnecessary unless you just prefer to do it that way. You might as well just put all your events in a behavior for the player active object and set it to global.
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I think a porting service instead of exporters for consoles is the way to go. Selling an exporter is basically selling false expectations, because the odds of the average user making a game that would be good enough to be on a console isn't very high. Of course, if they are expensive, only someone very serious would be buying them, but then how many of us here are going to be buying exorbitantly expensive exporters to make it worth the time and investment? For the small time indie dev you're far better off trying your luck on Steam and if you have a hit then worry about console porting. The porting service is more than suitable for such a thing.
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I was a part of the Project Stream testing Google did with Assassin's Creed Odyssey and for me it worked flawlessly. My internet is about 60mbps but supposedly you only need 25mbps for a smooth experience. There was obviously some loss of video quality due to compression for the stream so it wouldn't look as good as running the game locally off your hard drive, but performance-wise it worked with smooth framerate and I didn't notice any input lag.
As for Clickteam, I think the bigger question is how open Stadia as a development platform will be. If it will be as open for development as the Google Play store then of course no problems. If it's going to be console level gate keeping it might be more problematic to simply have an exporter option for Fusion.