Posts by Looki

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.

    The default runtime of Fusion these days is Direct3D (9 or 11) which does not implement the majority of cSurface drawing routines for hardware-accelerated surfaces. If not even the simple SDK example works, I assume that you are using the hardware-accelerated runtime, in which case I suggest setting the display mode to "Standard" in the application settings and see if that works. To render onto the screen in Direct3D, you can call Blit() onto it from a texture Surface, see Please login to see this link. for how to create a texture from a bitmap Surface.

    HWA targets are quite limited in their functionality, and this includes some of the more special blit operations. Alpha composition is not natively supported in MMF and was implemented by hand by me, but there was no trivial & efficient way to make it work in HWA. I do have an idea of how to do this, however. Do you need this feature urgently or can you work around it?

    [MENTION=28933]Kakise[/MENTION] if you still need help let me know (I know it's been months, sorry)
    [MENTION=8574]Darkhog[/MENTION] if you could upload a small MFA isolating the problem that would be super helpful!

    Hey,

    You won't be able to do this without a HWA-specific header not included in the SDK. I'm not sure if I'm allowed to post it here, so you can send Yves a PM asking for CEffectEx. (Calling the action from the SDK is probably possible somehow, but I've never done that)

    Yeah, all that stuff isn't very well documented :B A per layer tint sounds like a reasonable idea, and would probably make rendering much faster if you didn't have to enable callbacks. I'll have to see how easy it is to integrate.

    Hey, nice work :) It seems like the videos on the steam page aren't properly embedded, but I was able to find them manually on YouTube: Please login to see this link.

    I never thought about adding a "reorder" feature, but that would be quite easy. I'm supposed to add some features to Tile Map in the next weeks for someone, so let me know if you need anything not too big and I might be able to fit that in too. Also, it seems like I didn't release a new build I prepared with better zoom integration, I should do that soon.

    You should check out INI++, that extension is quite brilliant for storing data in a readable format. It also has very powerful actions, etc., for all kinds of things. Of course, it doesn't have the problem of immediate file writing/reading like the original INI object.

    Nice :)

    I will fix 1) and 2) in a while; it seems they're not too urgent so I will get to them when I have some time to work on the extension again.

    Don't be hesistant on giving feedback regarding some of the more advanced features if you can figure them out. I've been meaning to make all that stuff better, but since nobody urged me to, I never got to it. I had some barebones examples back in the day, not sure if they're still included...

    Here you go:
    Please login to see this link.

    * String properties now load properly
    * New expressions for current layer/tileset and a layer's tileset index
    * Fix for slightly off collisions in some cases, a bug that was introduced in the newest build

    Sadly I've realized zooming is not yet totally perfect in some cases, but it's getting there

    Ahh, I see, sorry. I just had a look at the code again, and there is indeed a typo that breaks this action. I guess nobody noticed in all this time since most people will use a constant number of layers via "add layer".

    I didn't mean to do this yet, but so you can continue using the extension, I will upload a preview of the newest version.
    Please login to see this link.

    Everything should work well, but let me know if it doesn't :)

    Besides the "insert layer" fix, there are some fixes related to zooming and collisions. Most importantly, zooming a Tile Map is now completely smooth and accurate including collisions.

    Hey. Sorry, I'm a bit busy atm.

    First of all, if you add/insert a layer it is selected automatically.
    Your assumption about how Tile Map insertion works is correct, the old layer at the given index will be moved up by one.
    I'm a bit confused at the problem, but are you saying you want the ability to insert layers at arbitrary indices? The point of "insert" is not to allow creating "gaps" between layer indices, but to insert layers between existing layers.
    What Tile Map does if you call "insert at 10" is it checks if index 10 is valid for insertion, and if it's too high, it simply adds the layer to the end so that the layer retrieves index LayerCount() (and LayerCount() will now be increased by one of course).
    You shouldn't have any empty layer indices, as that goes against the purpose of the layer list. It's not an ID mechanism or anything, but simply a list of layers in their render order, like looping through Active instances that have a spread value.

    Hey! Does it work if you load all the tilesets at edittime in the object properties? Are you sure you're changing the tileset while the right layer is selected?

    Regarding the collision thing, you're free to do that. Adding this feature was very simple (I just need to use a different tileset ID in the collision function) so I went ahead, but I'm not saying you should use this feature. It's perfectly fine to use an invisible layer for collisions.

    Adding tilesets at runtime should work fine in theory.

    I'm in the middle of preparing a new update that properly implements zooming (including collisions), so I will take a look into the issue you're experiencing.

    Darkhog and dustingunn,

    I think I can answer your questions in a unified manner. Tile Map is first and foremost an extension for that allows the programmer flexibility and performance. The extension focuses on these things, and I personally don't have interest in providing tools such as an editor for them. In my opinion, the people who will most likely benefit from the extension will want to make their own specialized level editor for their game anyway - and if not, they can use Tiled via the Tiled Map Loader extension :) I think it's also important to render the tiles from an extension, as MMF objects will have a lot of overhead that is not really beneficial, since they're not just tiles but can do much more.

    dustingunn, I remember somebody on the forums posting a tile rendering engine that used a grid of Active objects. It basically does the same what Tile Map does, but I'm not sure what advantages it will offer.

    What do you mean by parameter string? The parameter names are given in the effect properties, in parens. So, go to the object/layer that has the effect assigned, and then write down all the names and values and put them in actions. E.g.
    "inputGamma" = 2.2
    "outputGamma" = 2.2
    etc.