Posts by soopytwist

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.

    Also, I forgot the value is different for women. For women the creatine clearance result should be multiplied by 0.85. So a male's creatinine clearance of 46 would be 39 for a woman.
    How do I add this into the equation? Ideally from a radio button, one for male and one for female and can switch between them.

    Aaaaand, this is probably a bit more difficult. Not all labs give the creatinine value in umol/L. Some are in mg/dL. For example 133 umol is 1.5 mg/dL. It would be great to add another button that can switch between the two formulas. If entering the serum creatinine in mg/dL the formula changes to (140 - age) X weight / (72 X serum creatinine).

    I need to make a really simple calculation app to run in Windows from entering 3 numerical values in text boxes, clicking a button and outputting the result to a string.
    The app is for creatinine clearance, it's a measure of renal function.

    This is the Cockcroft-Gault formula:

    (140 - age) X weight / (0.82 X serum creatinine)

    The serum creatinine is derived from a blood test.

    So I enter age, weight, serum creatinine and then I click the button and I get the creatinine clearance. For example a weight of 68 kg, 140 minus 67 years of age and a serum creatinine of 133 mg/dL = 46 mL/min.

    How do I enter this formula as an expression? And do I use edit objects for the 3 value parameters and a string for the result?

    I have wind in my game (the sound of it and flying debris). At the edge of the map I have the sound of much stronger wind and more dust debris. I want the player's X velocity to decrease the closer they get to the edge (the closer they are to an invisible active object with an alterable value) - getting progressively slower walking right (but not if walking left away from the object) until they can't walk any further to the right (because the wind is too strong). How do I do this with the PMO object?

    I've tried but I can't get this to work. It also has to be compatible with my sprint movement. Holding Shift ups my X velocity to 300 so the player sprints. When not holding Shift the X velocity (Max X Velocity) is set to 100, for normal walking. Obviously I don't want to interrupt the wind force by sprinting as that would allow the player to go beyond the map edge.

    How many Always and Start of Frame events can I have before things start to go nuts? I'm adding Always events for every individual action rather than one Always event and adding all my actions to that one (I don't think this is optimal as I've seen lots of developers favour the multiple Always event approach - same goes for Start of Frame).

    How do I add 1 to a counter the further a player moves away from it and subtract 1 from the counter the closer the player moves towards it? In other words as the player moves away from the counter it counts up (and stops when the player stops). As the player moves closer to the counter it counts down. A maximum of 100 when moving away from it and a minimum of 0 when moving towards it.

    I'm trying to implement an easy way to change channel volume depending on how near or far the player is from a counter. I figure I could check the value of the counter and set the channel volume accordingly. So a counter value of 1 = an audio channel volume of 100, a counter value of 100 = a volume of 0. This way an object that emits a sound can be quieter as the player moves away from it and louder when the player gets closer to it.

    I thought I could do this by checking the Y and X position of the player to the X and Y of the counter but this isn't working.

    So I tried and failed to make my own RPG style inventory so instead I followed a few tutorials but couldn't find one to suit my needs, neither one that I could modify to make it fit so I'm giving the Inventory extension a try (installed from the extension manager). This is okay because it fits the style of inventory I want - 8 slots, no drag and drop. Unfortunately I'm having a hard time getting the invisible grid to fit my HUD rather than making my HUD fit the invisible grid.

    Probably a dumb question but can the spacing of the inventory extension grid squares be altered at all? I can set the size - which dictates how many slots I end up with, but the grid squares are too close together and need spreading out a bit more.

    Second question, when the player picks up an inventory item it is added to the inventory (by object--add one item), when all eight squares are full and the player picks up a ninth item the ninth item is added to the inventory but doesn't appear because all the grid squares are already full. How do I check for when all inventory slots are full and not allow pick up of another item until an item is used or dropped thus freeing up a slot?

    I can't find any tutorials on how to make a platform player, with a gun, point the gun towards a mouse cursor. My player object uses the PMO extension. When I draw my gun with a right click of the mouse the player's animation frame changes to pointing a gun. If I click the left mouse button I shoot a bullet towards the crosshair. How do I make the player object point his gun towards the crosshair as smooth and still have the bullets look as if they're being fired from the gun?

    Right now all I get is a jerky movement of the player's arm, because there's only 9 directions from pointing right to pointing directly down, the bullet's aren't in line with the direction the gun is pointing, the mouse cursor is not in line with the direction of the gun and the bullets are not in line with the mouse cursor! This is despite putting the action points on each frame and direction of the player where the gun is.

    Basically I want as smooth a movement as Starbound or Terraria. Or is this just not possible in CF2.5? Should I wait for CF3? Am I trying to do something that is just too advanced for Fusion to cope with?

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    Hello everyone. Two years ago I made and released "Lunatic: Starring Miner Willy", a ZX Spectrum inspired platform game starring the titular hero of Matthew Smith's Manic Miner and Jet Set Willy games. Despite all the bug testing it seems I had left quite a lot of them in the game - some of which made the game impossible to complete.

    While working on my second game it occurred to me that a save game function would benefit the title I was currently working on so one experiment later led me to return to Lunatic in order to add the same quick save functionality. I also took the opportunity to bug fix the heck out of the game. I finally finished final testing in January of this year (2018).

    And now here it is, version 2.0. Patched, fixed, updated and enhanced. I hope you enjoy playing it!

    Trailer:
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    Dropbox link (file size is too large to attach to this post, unfortunately):
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    There is a tick box in the app properties to set if sounds should be muted if the app looses focus (if you move or resize the window this condition is true I think).

    No, it only mutes the sound when you click away from the application menu i.e on the desktop or another window. Sound continues when you click on the application menu to move it or enter the menu.

    Uh...well I would agree given your equipment specs that low resources does not seem to be the issue. Have you tried running game on a different system like a laptop?

    Hey, I'm happy for you to play test the thing yourself it you want. See if the same issue occurs on your hardware. Give me a few days while I finish up - I found a whole heap of new bugs got introduced in my latest build after I updated Fusion 2.5 and created a new installer (don't know why, still trying to work that one out). I'll post the installer on here when I do.