After thinking about this, I realized that you should be able to do pixel perfect scaling from 4K to 1080P because 1920x1080 is exactly half of 3840x2160; however, in my tests this doesn't seem to work. In fact, if you have "resize display to fill Window size" selected, Fusion seems to scale your game slightly even if your game is running at your monitors native resolution.
Posts by xor
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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The problem is that Fusion does not downscale font as a vector, so font will always look slightly blurry when it is downscaled. Perhaps you could make different versions of your game at different resolutions, and create a game launcher to launch the different versions.
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I recommend making the game in 1080P instead of 4K to avoid this issue. Compared to 3D games, 2D games don't scale to different resolutions very well and most people probably have monitors with around 1080P resolution.
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For the Fusion executable, if you right click on it and select properties>compatibility>Change high DPI settings you can change Fusion's scaling behavior. On my system, I have the "High DPI scaling override" option unchecked which causes Fusion to use the Windows scaling setting. Unfortunately while this configuration does cause Fusion's UI to be correctly scaled up, it also makes it look slightly blurry, but it is the only DPI scaling configuration that works correctly for me. I believe that Fusion was not designed for high DPI displays, and that's the cause of these issues.
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Using an active object for the ground seems to fix the problem for some reason. Just make an active object, set its movement to "physics background," and then set its obstacle type to obstacle or platform.
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Number of object = 0 will work as long as the object exists in the frame (in other words, as long as the object appears in the frames local event editor, you can check if the object is missing at runtime). If you are asking "using events, can I check if the object exists in the frame" then my answer is I don't think you can do that.
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If the object doesn't exist in the frame, global events that affect or reference the object won't work. You can place the object in the frame and uncheck the "create at start" option if you don't want to delete the object at runtime.
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A workaround for this problem is to put a string in each frame, and then specify the type of frame in the string. If you do this, you can use the search feature to find all frames with a specific string. For example, you could put a string called "menu" in all the menu frames and then search for "menu" to find all the menu frames.
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Try checking if the string contains """hello world"""
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You might want to have a look at this thread: Please login to see this link.
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Is the iOS version of this coming out soon?
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I think the best way to do that -- with the physics platform movement -- would be to use fans or magnets to simulate "knock back".
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You just double click on the PMO in the frame to set the movement variables. There is a PMO example in the Clickteam Fusion 2.5\Examples folder.
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I was trying to create a custom platform movement using the physics static movement, but I found that friction with the ground caused to many problems. When my character was airborne, there was no more friction, so his sideways movement speed increased. Removing all friction solved this problem, but caused my character to slide around like he was on ice. The built in physics platform movement would be suitable, but it lacks the ability to simulate input (so it can't be used for enemies) and an impulse can't be applied to it for some reason. If you don't want to make your own engine, the platform movement object still seems to be the best solution for now.
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Hmmm, maybe adjusting both the gravity value and the display factor value together would work. I did a quick test and doubling both values (starting from the default values) seemed to increase the objects speed, while still maintaining the trajectory of the lower speed.
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Try increasing the display factor value in the physics engine object properties.
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If the LCD screen has a feature that automatically dims the backlight when darker colors are displayed, it would save energy to use a black background. However, many older LCD screens don't have this feature.
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I would avoid changing the permissions, as doing that creates a security hole. A virus could infect the EXE, and then spread to another account when the executable is launched in that account.
Just save the levels to the current users My Documents folder. If you want all users on the computer to be able to access the levels, use the ProgramData folder. Also, under the application properties settings in MMF, make sure the execution level is set to "as invoker", so it will run with the current users rights. If it is set to "as administrator" you will get the UAC prompt whenever the game is launched, because it is trying to run with administrator rights.
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I think he wants the health bar to move smoothly down, even if a large chunk of health is taken away. Just use two counters, one for the health bar, and another one for the actual health. If the health bar counter is greater than the actual health counter, then subtract 1 from the health bar counter. You can of course, use this same method using an alterable value for the actual health.