Posts by roxflame

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 plot thickens. I can no longer replicate my own issue, with or without the debugger haha.
    Maybe the mouse polling was also interacting with something else I had running at the time...
    I'm going to keep my polling rate on 1000hz for a while and see if I can learn more when/if the issue returns.

    Yeah to be fair this is on a relatively complex project that has a lot of mouse related events, and the big drop is with moving the mouse only while polling rate is high, so I think the impact on my game might be higher than might be on some others...
    I'm glad I learned at least how to toggle the polling rate on my mouse, as part of this, but of course ideally theres a way to at least somewhat optimize this... I'd be willing to try all sorts of things, from swapping out the mouse related checks and events to some using another extension, or adding a per-frame limiting condition somehow... Not exactly sure how to tackle this yet as it's seems really odd, and took me ages to figure out what was even happening.

    I have a gaming mouse, that defaults to a polling rate of 1000hz. With the polling rate of my mouse set to its default, while moving the mouse in my game, the FrameRate drops dramatically to ~35FPS.
    If I drop the polling rate of my mouse down to 125hz then the Framerate stays at a nice clean 60FPS

    Does anyone know which events run more often when they polling rate of a mouse is higher? Asking so that I can try and optimize my game to handle a gaming mouse on defualt settings...

    I have another idea for how it could be done as well. It's untested, but it is probably effective

    At the start of a round, set a flag for if a character has been processed yet, for all units to off.
    Then add all the speed values of all the characters to a highscore object, and it'll put them in numerical order automatically (use a foreach loop to achieve this)
    //When you need to pick the next unit
    + If character processed flag is set off
    + If character speed value = top high score
    + Pick one character at random (this will pick one from the remaining characters scoped from first 2 conditions)
    --
    1 character is now scoped, to ensure they don't get picked again:
    * Set processed flag on
    * Remove top high score
    * Run anything else you need to run.
    If the highscore list is empty, or if all the flags are on, then the round is done

    At the start of each round, set the flags back off, and refill the highscores object
    This method will pick different order for equal rated speed on characters on each round

    Is there any way to change the zoom level of the animation preview in the picture editor?

    I have a game with a lot of tiny animations, and a high resolution screen.
    Editing the art while zoomed in is great, but as soon as I hit the play button to preview the animation, I can barely tell whats going on.

    I see that Lacewing is in this list, yet, I am having trouble finding a copy of lacewing that says it is supported by the mac exporter.

    Can someone point me in the right direction?

    I'm using the windows (steam) version of Fusion 2.5 with the Mac exporter.


    Hello!
    Some of you may have seen a project I've been working on for a while. Dynacorp: We come in Peace
    Please login to see this link.

    I recently received funding from NZ film commission to do "Narrative development" for the game.
    This involves writing (this team role is filled), and prototyping of various potential gameplay mechanics to test viablility in the overall game and story arc, this involves adding some quality pixel art to the prototyping.

    I've been doing the prototyping and pixel art parts myself, but with time ticking on, I could do with a hand!

    I'd need someone that is available for 6 weeks, for 5 hours a week minimum, that can work on a rate between $25 and $50per hour (USD), depending on skill level and speed. Higher rates negotiable if you have a proven track record of delivering pixel art to a high standard.

    Ideally you have a good understanding of working with existing art-styles, understanding of how the casting of light on materials can be effectively represented in pixel art. Good working knowledge of tilesets.
    Bonus: You know how to work with bump-maps for pixel art in Fusion, or can write custom pixel shaders.

    You'll be working primarily with environment tile sets, and buildings for a base building part of the game. The art style must be able to match with what I already have:

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    Please PM me if you are interested, with any relevant experience, and your availability, and desired pay rate.

    I'm also looking for a talented prototyper/coder.

    Hello!
    Some of you may have seen a project I've been working on for a while. Dynacorp: We come in Peace
    Please login to see this link.

    Please login to see this attachment.

    I recently received funding from NZ film commission to do "Narrative development" for the game.
    This involves writing (this team role is filled), and prototyping of various potential gameplay mechanics to test viablility in the overall game and story arc (this role not yet filled).

    I've been doing the prototyping parts myself, but with time ticking on, I could do with a hand!

    I'd need someone that is available for 6 weeks, for 10 hours a week minimum, that can work on a rate between $25 and $50per hour (USD), depending on skill level and speed. Higher rates negotiable if you have a proven track record of delivering fusion contracts to a high standard.

    Ideally you'd have a good understanding of working with grids, array object, fastloops, and lists.

    The primary things we would be working on, involve base building, Dialogue/converstation systems, and inventory management.

    Please PM me if you are interested, with any relevant experience, and your availability, and desired pay rate.

    I'm also looking for a talented pixel artist.

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    Just launched a Kickstarter! This is all made in Clickteam Fusion :)

    Please login to see this link.

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    Dynacorp is a 2D Pixel adventure platformer, that explores the consequences of your actions in an exotic alien ecosystem.

    You play as Dynabot, a hyperactive delivery robot with a deathray.

    While out on a routine delivery flight, things take an unexpected turn and you crash land on a lush, undocumented alien planet. You must balance empathy and mayhem to gain—or betray—the trust of the adorable alien inhabitants, who can help or hinder your journey back home.

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    Features:

    Choose your play style: Blast away those aliens and puzzles, or make friends to help you navigate the world.
    Deathray: Your primary tool for carving stairways, removing obstacles, destroying aliens and terrain, and once fully charged it can be used to boost jumps and allow flight.
    Mining Drill: Allows drilling through tough materials to carve shortcuts through the world.
    Hypnocharm: Dynabot doesn’t have to kill everything in sight and can sway the aliens to your side via the Dynacorp patented technology “Hypnocharm”.
    Alien allies: Alien allies can lend their various special talents to help you through the world.
    Procedurally generated map: Each play through is different allowing replayability and a fresh experience.
    Ecological message: Given the capacity to become the most chipper one-bot killing machine around, on an untouched planet full of charm and beauty, you the player get to choose how you will impact this balanced ecosystem.


    Presskit is available here


    The game will be primarily targeted to PC platform and sold through steam.
    Awards & Recognition

    "First place winner of Kiwi Game Starter Award" - New Zealand, September 2015

    Wish me luck and back the campaign!

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    Ahh yeah I realised that after delving a little deeper :)
    I had a good play with the widget last night and found that it was relatively easy to figure it out. I've already managed to customise it to match my complicated needs! I have a character that on one control needs to move+jump+drill and the other control is a directional lazer, amazingly on an ipad with this setup it works pretty well.
    I was at a game dev conference tonight over here in little ol New Zealand and won a funding award for a desktop demo of my game and a business pitch I sent in, so after quickly implementing this last night b4 the main conference tonight ) had players playing my game with this controller included on my iPad, seems it was quite intuitive for people to figure out which is great! Would love to show you what I've done with it at some point. The timing of your release of this was kind of perfect for what I was doing :P

    Cheers! I've grabbed a copy :)
    Quick note, I see you've dropped the Android object into the project although it doesn't seem to be a dependency in any of the events. With this in mind I think perhpas you should remove it so that users that are using the iOS exporter (or doing touch for windows phone with xna) and don't own the Android exporter can still open the included file!

    I'd absolutely love to test it! I was thinking up a similar control scheme, but you're way ahead of me in terms of actually implementing it! I've got a couple of ideas to improve it that I could add and contribute back if you like :)
    The version I had in my head if you moved your finger far enough away from the center of the spawned control point on teh same contiguous touch it'd start dragging the controls toward you as if on a fixed length tether so your finger is never too far from the center for switching directions. figured it'd be handy if you were continuously moving a character for a long period and your finger/thumb had wandered a bit etc.