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It would appear the Keyboard condition "Upon pressing any key" will continue to return true if any key is held down. But "Upon pressing (defined key)" will only return true once until that key is released and pressed again. Is this the intended behavior? I guess I thought the key that activated the condition would be stored and checked against on subsequent event loops so it would not return true again until it is released and pressed again.
Would it be possible to get a right click option (and hotkey if possible) to Paste As Child Event ? Right now, I always have to create a new child event, set it to Always or some throwaway condition, paste my set of child events and then delete the dummy child event line.
As a side note, most beatemups allow a limited y range +/- the actual Y position of the target so you don't have to be EXACTLY on their y position. It is probably faster to simply do an x and y range check along with your overlap hitbox check.
@Child Events: that is a very clever solution. But I would rather it be color coded. I have cases of maybe a dozen child events (some of which have a few child events of their own) which span multiple screens in the ELE. It would be very helpful to know when one ends and another begins. The indent is a nice start, but once you start putting them into groups, the indents become harder to read. Hopefully a solution can be found for 2.5.
[MENTION=15682]Volnaiskra[/MENTION] you might be able to add a comment to the behavior with a unique word. Then just search for the word. I actually do this a lot to create bookmarks that can be easily cycled through in the find all results. It is similar to using F11 top create bookmarks, but they can exist at all times and allow you to use bookmarks for other things.
Sorry, I didn't check back after you answered about the diagonal movement. I think the best approach with your current setup would be to remove the conditions for the negated inputs (ie, "(NEGATE) Left Arrow is Pressed"). That is what stops the other directions from running their fastloops. But it seems like you will have odd animations if you allow that, since your only animating the cardinal directions. Muddle Mole's suggestion is probably going to make your life easier for collision handling, but if you are prerendering your backgrounds, it might be hard to line up the collision with the visuals.
[MENTION=16055]SHINBAXTER[/MENTION] I got this a couple times as well. Yves told me to edit the registry as follows: "try deleting the xp, wp and xh values in HKEY_CURRENT_USER\Software\Clickteam\Fusion Developer 2.5\Debugger"
I fixed the down animation direction (24) in the mfa I posted. If you look at the one you posted, it is definitely a slightly different shape. But in the end, you really don't need to do that animation direction switching. Just use a single image for the detector. Fastloops take some time to get your head around, but you seem to be going in a good direction. Good luck.
It seems like you are not quite using fastloops correctly. You have a lot of redundant "Stop Loop" actions that are not needed. You only use a "Stop Loop" action INSIDE a fastloop. With that said, you already check if the detector is overlapping a backdrop within your movement loops. I would recommend adding in another check right after the movement event line (the one inside the fastloop) that check for the backdrop overlap. If there is an overlap, then you "back up" one step and then stop the fastloop. You also should be updating the ACTUAL X/Y Positions of the detector object to the variable inside the fastloop. This is the only way the detectors will update and actually be able to detect something inside the fastloop. I also noticed your collision detector shape for moving down is not the same as the other animation directions. You should probably keep them consistent.
I have adjusted the up and down movement loop. It seems to have fixed the issue. i would do something similar to your other movement loops.
My first thought is that if you can't detect the lines on the floor properly, you should break them into smaller segments to increase the fidelity of your collision. But it is a little hard to know the best solution without knowing how you are calculating and creating your 3D environment.
I was not sure where to post this, but it was verified by Clickteam staff on Discord as a bug. I found a weird case where doing an Is Overlapping and xPos check of the overlapping object only scope properly when one condition is before the other. The attached mfa shows the ordering that works and is commented to show how to make it not work.
BUG: If you deactivate an event line, then proceed to delete all conditions from the event (until only "Never" is left) the line will activate. I would have expected the line to stay deactivated.
+1 on the Alterable Value and Flag numbering in the UI. The same for Animations in the Image Editor would be awesome as well. Also please make sure it is 0 or 1-based, depending on how the values are handled by expressions.
I would do that with a Bezier Curve. Either 3 or 4 points, although 4 points starts to make the expression very large and you might need to store parts of the expression in variables to make it work.
The best tutorial I know of is here: Please login to see this link.
[MENTION=6129]StingRay[/MENTION] what exactly are you trying to create that is not in that video? The word "dynamic" could mean many things, I guess, so it is unclear what is missing. If you simply want to create lots of waypoints, you could use a few splines and move the stream dots along them. If it needs to react to outside forces, that is beyond my level of skill.
[MENTION=20803]CuddlyGoose[/MENTION] That did the trick. Thanks for taking a look. I am still a bit confused by why it now does what it should. Guess this can be added to the long list of "quirks" in Fusion.
Sadly, if I go back to integers, then there is an issue where moving horizontally doesn't maintain the proper sort order with the moving player object (the light blue square in my image). Using floats actually did that part correctly, but didn't maintain the order among the purple squares themselves.
Hers is my mfa if you want to take a look. Please login to see this attachment.
[MENTION=20803]CuddlyGoose[/MENTION] : ok, I tried your method and it doesn't seem to work. I am guessing I messed up somewhere int he eventing, but I am creating a grid of objects at runtime with a fastloop and then running the layer obj Sort Decreasing by Alt Var when I press a key. You can see the issue in the image. The sorting is not maintained in the rows, even though the vars are being set with the proper decimals (smaller decimal values to larger values going left to right).
Any idea what is wrong here?
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