Posts by GamesterX23

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.

    Hiya,

    Apologies in advance as I'm not really versed in PMO. I did take a quick peek and fixed a few things:

    Changed thickness(height) of pendulum platform to 1 pixel
    Changed width of detector to width of player - this prevents the "popping up" that was happening as the pendulum would swing

    I only spent a moment on this, but it seems to be working! If there are further issues with it I can try to help, but someone more versed in PMO may need to chime in. I'd recommend discord at that point if I can't figure it out for you.

    Please login to see this attachment.

    Isn't it crazy that this was accomplished on a NES game?

    Here's how you can do it:

    Calculate the change in X and Y position between the last frame and last frame:

    * Always
    Change in X : Set Counter to XMouse - X( "Platform" )
    Platform : Set X position to XMouse
    Platform : Set Y position to YMouse

    Apply said X and Y changes to the player object when player is on the platform

    * Player is overlapping Platform
    Player : Set X position to X( "Player" ) + value( "Change in X" )


    You'll have to modify this code so that "Player is overlapping platform" is a detection of the player standing on the pendulum.

    I didn't add the code for Y above, but just copy it for the Y axis

    This will introduce a 1 frame input lag between the platform and your platform. You can leave it as-is if you're happy. If you're not happy the solution is to make all of your pendulums invisible and have a second pendulum that is placed on top of the invisible one then apply the change in speed to the pendulum just like you did with the player.

    If this is confusing please let me know and I can make an example, I'm just on a really tight time crunch right now so sorry I couldn't post a MFA.

    Copy and paste your create code.

    Your post sounds like create object by name combined with referencing a qualifier breaks scope. I just tested it in a standalone MFA and it does not break scope.

    Makes sure that your variables are set immediately after creation of your objects. If you do anything else inbetween scope will be broken and all instances of objects within your qualifier will be affected.

    If I am understanding properly I think I was able to accomplish something like this quite a while ago, but not using PMO.

    I can't post gifs so go here to see it in action. Please login to see this link.

    Read the difference and X and Y between the current frame and previous frame and apply that to the player. This may introduce a 1 frame delay causing desync between the player and the platform - if it does then you will need have one invisible platform and one visible platform for each platform in your game. Have the invisible be the one that you directly apply the movement to and have the visible one be the one you can collide with. Apply the difference to both the player AND the visible platform and that should resolve the desync. There may be other workarounds

    Don't worry about setting IDs for positioning objects?

    Fusion automatically "pairs" objects when they are created together.
    WeaponID = 1
    Create scorcher light
    Create scorcher

    Always
    Position scorcher light at scorcher

    Now instead of worrying about destroying them do this:

    Scorcher collides with object
    - position scorcher at -50 -50

    Now you can either position a dummy object at -50,-50 and destroy scorcher and scorcher light when there is overlap or you can just do like this:

    Scorcher x < -40
    + Scorcher y < -40
    Destroy

    Do the same for scorcher light

    Easy solution and no need to track IDs.


    Thanks! I tried changing the themes and the icons remained the same.

    Thanks! Here is a pic that hopefully shows what's happening. When I select "Movement speed" in the expression editor it gets changed to "TrueX"

    Using this same example

    XPos -> XPos
    TrueX -> YPos
    TrueY -> Movement Speed
    Movement Speed -> TrueX
    Alterable Value F -> TrueY
    YPos -> Alterable Value F

    Alterable Value G and beyond work p

    Please login to see this attachment.

    Can we go back to the old-style icons instead of using the new style icons for everything?

    Why does "N" not negate code now when I right click events to open the menu? Seems all shortcuts like this have been disabled.

    Reordering Alterable Values causes the values to reorder properly, but they retain their indexes - meaning this is only a visual change and not true reordering of the values. Is this going to change or is there a setting I'm overlooking?

    Reordering Alterable Values completely breaks the alterable value list in the event editor - rendering this feature completely useless. Is this a known problem? Right now I have multiple Alterable Values that when I click on them in the expression editor it puts a completely different alt value in its place.

    This is just 2 minutes of use and I already need to go back to the latest non-beta version. Just wondering if there is some sort of release window for the full version? Is there a compilation of known issues that I am missing somewhere?

    Can someone give a real world use for the "include another frame" option?

    The base frame option combined with global events is quite useful. This seems to be in a similar vein, but you can only pick one frame to include correct?

    I understand what it does (includes items and events?) but can't think of a significant practical application in which there isn't an alternative method?

    Hiya,

    There is a video out there of a guy using the Serial Object to communicate with an Arduino via USB, but there are no guides on how to do so.

    Is there any way to communicate to an outside piece of hardware (I/O board or arduino) to open/close a circuit using fusion code? Obviously an arduino can take an input and trigger an output and they're cheap + widespread enough to accomplish this.

    Effectively I'd just like to be able to open and close a low-voltage DC electrical circuit on a counter. EG - Set counter to 100 - close circuit for x amount of milliseconds 100 times with y amount of milliseconds between each action.

    if the bullets are small and the ship is big enough u can use a cheat i use where u hav a flag toggling on/off.
    wen flag is on run collision checks on all bullets above the middle centre point of the screen,
    & wen flag is off check all bullets below the middle center point of the screen

    the bullets will always be on the player for at least 2 frames before they pass, so u will catch it on one of the flag states

    this should straight up half the amount of collision u hav to do :D

    Why? You're effectively creating an un-necessary collision delay. Seems like bad practice . . .and if the combined speed of the player and bullets are great enough you have the potential to miss collisions all-together.

    I don't believe there is an extension for spline. You will have to export all of the frames from spline and make sure that they have proper alpha included - all of the frames will probably have to be exported as a PNG.

    With that said, there I believe there is an extension that supports Spriter/Spriter pro. You'll have to search the forums for it. I don't know if it was ever completed, however, but I think there is an example floating around as well.

    TBH you are probably best just using the built in stuff on fusion or paying someone to make the extension for you.

    I apologize for the late reply. I will have to lay out some collision masks then! Do you know if there is an object type that has the same interactivity as an Active Object without flooding the event editor and object list?

    Best regards,
    Tobias Edvardsen

    Sorry for the delay as well.

    The best bet would be to just hide the objects in the event editor and make a folder for these objects in the level/frame editor.

    The issue is not Fusion.

    Instead of having a set of sensors for each instance of an object you should have ONE set of sensors for ALL instances of an object.

    EG: Even if you have 500 enemies there should only be 1 of each sensor, not 500.

    Use a foreach loop on the "enemy" and on the loop position the sensors at the enemy that is being scoped. Now within that same loop you can test for collision for the scoped enemy using the sensors.

    EG:
    Always
    - Start ForEach loop "Enemy"

    On ForEach loop "Enemy"
    - Position sensor A at x,y of Enemy
    - Position sensor B at x,y of Enemy

    On ForEach loop "Enemy"
    + Sensor A is overlapping obstacle
    - Perform Action

    Sorry I can't make an example. Too tired and busy.

    Unfortunately the only solution is the collision masks, zone definition, or just replacing all backdrops with actives. Having a lot of actives isn't really going to hurt anything in modern day fusion.

    You can probably get away with replacing only the edge tiles/platforms with actives that switch the step sounds permanently until another type of ground is touched.

    This is just monitor ghosting.

    The only way to fix it is to change your monitor overdrive settings, if it has it, or buy a better monitor with a much better response time. It will never be 100% fixable and its unlikely that framerate/refresh rate will help much or at all.

    Monitor response time is usually measured in how long it takes pixels to swap between black and white and different colors can take different lengths of time. Not sure if this is 100% true, but this always seems to imply that a monitor probably takes longer to go from black to white than from other colors (ie: white and black are furthest apart.) Since your sprite uses a lot of black and a lot of gray its possible that the colors are affecting the response time even further.

    [MENTION=6771]DaveC[/MENTION] of course its more noticeable if you bump the speed of the game to 2x . . . you're literally moving the object twice as fast. If you applied delta the effect would be identical at all framerates.
    You should do as

    Hiya,

    Is it possible to handle position updates of multiple object instances using a single subchannel? For example . . .

    * Every 00''-15
    + Bullet: Create is on
    Lacewing Blue Client : Add byte ID( "Bullet" )
    Lacewing Blue Client : Add short X( "Bullet" )
    Lacewing Blue Client : Add short Y( "Bullet" )
    Lacewing Blue Client : Blast binary to channel on subchannel 2

    * Lacewing Blue Client : On binary message from channel on subchannel 2 (blasted)
    + ID of Bullet on Server = SignedByte( "Lacewing Blue Client", 0 )
    Bullet on Server : Set X position to SignedShort( "Lacewing Blue Client", 1 )
    Bullet on Server : Set Y position to SignedShort( "Lacewing Blue Client", 3 )

    On all peers this results in only the FINAL bullet being updated. I understand that this is most likely due to all bullets sending their ID,X,and Y positions via the same subchannel on the same frame and only the final one "winning" the spot.

    With that said - what is the best approach to this problem?