Posts by Boba Fonts

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.

    How can I get the absolute screen coordinates of a pixel (for example the hot spot of an active obj) even when the program window is stretched, zoomed, moved away from the borders of the screen, etc. and pixels are very big?

    I need to control a cursor both with mouse and with arrow keys, having the two methods to sync properly: when I leave the mouse the cursor can be taken by the arrow keys just where it is, and viceversa when I stop moving with keys the actual mouse position must be set just where the cursor is, and that's where the problems start to show.
    I have a movable game window that can be scaled to 3X, 4X, 5X, 6X its original dimensions or set fullscreen and I need to move the actual mouse position (using Mouse Obj) to the position of the active object cursor. Obviously its coordinates are pixel-based inside the frame and are also influenced by the eventual scrolling and most of all by the scaling factor.

    I've used an expression like

    Set Actual X of mouse to WinXPos( "Window Control" ) - (X Left Frame * Scale) + (X("CursorObject") * Scale)
    Set Actual Y of mouse to WinYPos( "Window Control" ) - (Y Top Frame * Scale) + (Y("CursorObject") * Scale)

    Mouse obj sets the Actual Mouse X and Actual Mouse Y and it works fine (with a scale multiplier) until the game window is smaller than the screen and you don't get any black borders; but when screen ratio isn't the same you get a very annoying offset with keys movement.
    Maybe I could figure out a way to include the possible offset in the expression, but I think that getting the absolute screen coordinates of a pixel (with approximation, I suppose, when the window is scaled and the pixels are fat) could fix the problem more easily.

    Thank you in advance

    Thank you for your reply. As you say, looping is something I definitely have to do when saving.
    If I've got a lot of objects which are global (so their alterable values and strings are globally shared through the frames), but not all of these objects are used in every frame, just a dozen, how can I save the values of objects not yet created in that frame (but in memory)? Somewhere in the program memory the values and strings of those objects are stored (since they show up correctly when we move to a frame where they're on stage at start) but let's say the objects aren't there, they're not meant to be created in that frame, just in the next one. I can't figure out how to tell Fusion to save values for an object missing in the frame in that particular moment.

    Hi,
    I have this big game almost finished and I definitely need a save/load feature. I've tested for some time with the built-in save frame position / load frame position feature of Fusion and theoretically it's wonderful, I love it. But in practice, when you really test it, seems to be broken. Maybe it's only my fault, maybe it's something I've coded in a bad way in my game, I don't know, but nonetheless I've encountered many errors. The size of the savegames varies greatly, I get errors of compatibility and the application crashes.
    So I plan to create a custom save / load system. I suppose I have to save in some form all the Global Values and Global Strings (let's say a INI++ file), all the data in my Arrays (I have 13 of them) through the "save array to file" feature, and then the X and Y coordinates of the active objects on-screen at that moment (the moment you freeze and save, I mean), their alterable values and strings and... what else?
    I have many Active Objects which are global: I wonder, their alterable values and strings are shared globally through the frames and must be considered almost as Global values and must be saved too? That would be insane!
    Thank you for your help!

    Ok, I'm probably a retarted user of Fusion, but it seems I can't figure out how to properly use the Dynamic Array.
    I need to read from (and write to) a database in CSV format, so I opted for the Dynamic Array, which seems to be quite powerful, with lots of advanced features.
    Everything was fine while reading and manipulating data... until I actually had to *write TO* the array (in order to -later- save those changes). Other arrays have a simple, intuitive "Write Value/String to XYZ" function, but with this one I feel very stupid and inept. The help file is huge and I wasn't able to find what I needed.
    Anyone can help me?
    Thanks

    I can't find a method to filter data in the List View object.
    I need to show only lines matching a certain condition (containing a defined text, a "yes", in a defined column, number 13), hiding all the other lines - or deleting them temporarily, without saving.
    Since I can't find a way to show/hide lines in List View, I've tried deleting them, using fastloops.

    on click on some button
    -->start loop "show matches" NLines( "List View" ) times (I've got 1704 lines)

    on loop "show matches"
    if Text$( "List View", LoopIndex("show matches" ), 13 ) <> "yes"
    --> "List View" Delete line LoopIndex("mostra solo faves" )

    The result is that every time I start the loop the number of lines is halved, it seems to test one line (odd ones) and skip the next (even ones)

    I'm pretty sure it's not a bug but my ineptitude with fastloops...

    I suppose it's a VERY stupid question, but...
    Let's say I want to give an extra life to the player when he surpasses 70,000 points, then every other 70,000 points indefinitely (when the score exceeds 140,000, 210,000, 280,000, 350,000, etc.).
    How can I deal with multiples of a base number in a single event in the expression editor?

    Sure, but if the player had defined custom controls? If he manually set I / J / K / L for movement can I retrieve that J is for left and L for right in runtime and swap them temporarily, before reverting them to normal?
    And if the player chose to use the joystick?

    I've almost completed the coding of my platform game and I want to add a new feature, an item that flips controls for some 20 seconds.
    I could go back to the code (which is very complex) and add the feature, changing a lot of lines. But I wonder if there's an extension or another method of flipping the input controls directly, so that when the player presses left (on the keyboard or joystick) the runtime takes it as if it was right, etc.

    Sorry for having disappeared for many days, Francois, we're having problems with my wife's pregnancy, it's a difficult time.
    Now, back to testing! I've just installed the latest beta and the issues I posted the first time seem to be resolved.
    I'm going to create from scratch a series of educational exercises and I'll test them step by step as I code, so that bugs can be identified easily.

    I've just finished a first series of tests on my games and I must say that no one of them is remotely working as it should, mostly because of effects, shaders, etc. Those are all HWA Direct3D 9 applications.

    Then I've tried with my educational applications, which are very simple and don't use HWA: basically interactive exercises with backdrops, strings, a couple of actives and many combo boxes, buttons, list objects, etc. the kind of stuff I expected to see working perfectly in HTML5.
    Well, the result is that I can't see anything in the HTML5 application except for the combo boxes. I get this same result both with HTML5 Project and HTML5 Final project in Firefox 14 and Chrome 20.0.1132.57 m.
    Then I've created from scratch a new application with a single big backdrop and a single combo box, no lines of code. It works, it's displayed as it should and the combo box works.
    Now I'll start to look for the code that stops it from displaying/loading.