Definately worth the money.
Although I haven't used much of its new features, it is nice to at least have them on hand while you're trying to work.
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Open a TicketDefinately worth the money.
Although I haven't used much of its new features, it is nice to at least have them on hand while you're trying to work.
I would make it so instead of pressing the same direction every time, to have the player hold that direction to make them move.
Also, I'd increase the speed of their movement, as it seems to move very slowly.
I've actually solved my problem with #2. It appears that it was an issue with the Textfile Object itself that was causing problems. Apparently, the Textfile object does not overwrite old text if new text is not found when I use it's gettest$ function. So I re-wrote the code using the Edit Box object instead.
As for problem #1, I was able to add a couple more global values/strings to store to make it work the way i need it to.
I think that original upload, it appears I didn't identify any global values or strings. But now adding 2 global strings (1 to get the file name, and 2 to store the text read/obtained from the file).
Your file only contains .001. Not an MFA, Is that a mistake?
Well, Thanks for the help anyway though.
So, I'm working on this game where you load text files that become levels. I have a few problems.
Uploaded the source MFA with example txt files for reference.
Problem 1.
in the map edit frame (pretty much a big edit box with load, save, and clear buttons), hitting load button should change 'global string A' to the current selected file that is sent in to the edit box object. It currently it does not, and I don't know what to do here. Maybe the Tree Control object can help with this. I'm not sure.
Problem 2.
While play testing the game, Hitting [play] with demo.txt selected, then F2 or F5 to back to title, use the arrows to select test.txt and hit [play] will cause a level structure confusion. It ends up loading a portion of demo.txt for whatever reason. I don't know what is going on, or how to fix.
Maybe someone has some ideas that could help me with this?
I'd like to learn more about the improved global event editor.
Can we access qualifiers globally in it?
Would be nice if we can add/name qualifiers?People have been trying to get around the limitations of qualifiers
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Yea, that's been a thing since forever as far as I know. Even the video states it wasn't supposed to be the intended way of doing it. Just a neat little trick to bypass the limits of whatever. Though I'm sure it could mess up your game/app/software in the long run from my understanding.
I am really glad that there will be more possibilities and even more tricks in Fusion 2.5+, features that we really needed.
Is there any possibility that you will release a flippable active object (or a scale x/y with negative value)?
This will save a lot of memory and time.
Yea i noticed that when you shrink an active's scale, the negative scale shows nothing, instead of the possible of flipping it. o_O
Though I thought I remembered setting a negative scale just remained the sprite facing the same direction, but I guess my memory isn't all that great. Maybe this is something that could be fixed?
How is the global event editor improved? Are you now able to reference groups inside of it?
Yes you are now able to use qualifiers (groups) in Global Events
Oh this might be a great feature. It'll prob help on the long run on some things.
Interesting. Guess I'll be looking forward to this.
Although I am not a steam user. The last thing I bought was the CD for Fusion 2.5. I guess we'll see in due time.
Yea, dude... This topic was bumped up from 2007. So I'm pretty sure it could be a MMF2 extension. If the site doesn't work, it's most likely NOT for CTF 2.5.
The only thing I found close to what I wanted to do for my idea is by using an object called Textfile object. However, it doesn't seem to work on some exporters.
Basically, the Textfile object does indeed do what I want, though I was trying to find an alternative that could potentially work for all export modules. Or at least most of them if not all, anyway, I guess?
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So, I have found one way to load with text files using the Textfile Object. However, this doesn't seem to have any compatibility with some exporters such as flash. Maybe there is an alternative other than using the Textfile object? I have yet to find this alternative that works for all exporters, but I am still open for ideas that could work that are somewhat simple.
Screen Shot:
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Attached file below:
While I'm familiar with load & save with INI, I am more looking for a way for a script to load multiple lines at once from a certain text file. In other words, act as an external paragraph format. INI seems to load only 1 line of text/values, which doesn't seem to work in the way that I want to my knowledge.
Perhaps a way for the new text to replace the current string of paragraph with a new paragraph from a file.
Also, I am using a custom text blitter script for this, so the fonts/text will eventually become graphics in the end, if that changes anything.
I didn't know where else to post this, since this is an idea/concept.
So I was thinking how the text blitter code/script works that was done by this person.
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It sort of came to mind one night. Instead of using text/fonts for displaying messages, replace the fonts of the active with graphics as level tile sets instead? Basically, the idea is that you write the level as if it were recognized as individual letters.
Here is the example MFA of my idea/concept of a level being drawn in the style of text blitter.
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I was thinking about posting this in Guides, Tutorials, Examples, Widgets, but this was not really anything final. Just an idea I had thought of.
The thing with the key, and locked door in this example MFA are separate objects in this case. But the idea/concept is that you could include the key and locked door as part of the text blitter generator.
This took about a few hours or so to build. But if I took more time to work on it, I could show you the true intent of this concept idea. But I think this is pretty much the basic idea of what is going on.
The next thing I would like to try to do, is to be able to read the text structure written in the MFA outside somehow, like identify the level in a text file. For example, if 'level1.txt' exists, to read the text there, and draw the level from what is written in level1.txt.
Yea. Happy New Year to you too!
I agree. I've used Fusion 2.5 Developer, and it's really good for what it's worth. I really enjoyed using it over the years. Though development can be tedious than necessary at times, especially since it's difficult to carry similar code over to new frames. Not to mention global code doesn't let you use features you can with code built inside frames, or something. I can't remember the exact reason off top of my head. Though I'm sure Fusion 3 will be well worth it as well. :
Clickteam is still alive!:D
Well of course they're still alive! Their software products are amazing! Simple to use. Also, a little more familiar in software development coding.
I just wish more people use CT products...... But the ppl I know in game development just use other development programs I'm sure is not allowed to discuss here. Though I still support Clickteam
Yea, which is why I suggested using RGB coefficient. It's supposedly faster, and won't have compatibility issues with new software. I've made an experiment that makes use of the feature for such classic games that require it, which seems to work on multiple export modules.
I've also heard Shaders can work just as well, but doesn't seem to be compatible with some exporters.
If your game is going to contain heavy color swapping, I suggest the RGB Coefficient. As I've been told, Replace color is a very old function, and is no longer supported, which is the reason for all the slow downs.
Hmm.... This sounds very interesting.
While this does seem useful, I have some concerns. How will you be able to control the hot spot and action point positions? When I did test myself, it just presents you with a window to put the coordinates in manually. It says that use 100000 for center, and 110000 for right. Assuming 0 is all left side. So would I get the coordinates in my paint editing software when I'm looking at the sprite, or does it assume 110000 is always center?
And when I would say use a fast loop for everything, how would you be able to change the hot spot and action points for each of the different frames being displayed?
Another thing I'm concerned about. That method assumes the images are split into individual external images. I guess there is no way to locate a frame of said image from a sprite sheet?
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)