AFAIK steam autoupdates stuff. Not sure if Clickteam uploaded the most recent version of the iOS exporter though.
Posts by Darkhog
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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I use child events extensively to keep my code organized and only executed when the parent condition is executed. However, due to the fact they can't be collapsed (unlike, say, event groups) it makes them quite cumbersome to work with. For example this is par of the course for my game (see how many child events there are here):
Please login to see this picture.
It also continues for several more lines afterwards. If I could collapse the child events, it would make me so happy.
//edit: Single session collapse is fine. It doesn't need to be saved if saving the state of collapsed child events would be too hard to do. Even if I would have to collapse child events again manually after opening my project, it would still increase my productivity long-term.
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So is it beta? And if so, what are known issues not currently fixed?
Really need that object as lack of ability to play modern video formats is one of the few issues I have with Fusion.
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That's unnecessarily complex and not fitting for all situations. Firefly needs mesh to mesh collision like all the other 3d engines. Also other collision shapes like box, capsule, etc.
Don't get me wrong, I am amazed at the work you did, you brought 3d to an engine that was made mostly with 2d in mind, after all. It just needs more polish and development.
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Hello Darkhog, today i've tried to export the 3D Object as an FBX file (totally oversaw it) with texture (as seen in the video: Please login to see this link.) and flipped normals (as seen in the video: Please login to see this link.). After that and some manipulation of the Example-file (to load the FBX from path-Directory) I saw a first result: The donut (but not quite right with the texture).
I think I have to unwrap the texture in blender and then reload it as Firefly-Material -1st Texture? Or can be the texture baked in the 3D-File itself witout loading within fusion?Kind regards :pacman::pacdot::pacdot:
EscaflowneI think you need to load the texture into Firefly manually. Not sure if it can pull out material/texture data from FBX.
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Thank you. This will do for a workaround but I wonder if the loss of functionality when removing and then adding alt+f4 is a bug or there was just something I have missed.
Maybe you forgot to set the shortcut for the menu item in question (you can do it in the menu editor AFAIK) to have it respond to Alt+F4?
//edit: In any case, I didn't even know you can actually disable Alt+F4, thought it was baked into the OS, with applications having no say in the matter. Makes for some useful and fun ideas. Useful, because you can protect the players against "press alt+f4 for the special bonus stage" jokes that would just make them lose all their progress. Fun, because you can ACTUALLY hide a special bonus stage behind ALT+F4.
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The useful thing to consider for infinite runners is this: The character doesn't move, it's the world around them that does. So basically, you can have some object off screen that spawns the obstacle/terrain objects then move it towards the player at a constant rate so it looks like the character is moving, but really it isn't.
To be honest, that's how scrolling works in any game, just that Fusion takes care of these sorts of calculations for you if your levels have finite size.
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Make sure normals aren't flipped in the model, also I've been told (haven't tested yet myself) that FBX files exported from Blender can be imported into Firefly "as is" (might need to play with the export setting on the Blender side of things, due to different axis system - Z IS NOT REAL UP AND WILL NEVER BE, STOP TRYING TO MAKE IT A THING).
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That's a known issue that is unfortunately too hard to fix (I remember Yves trying doing that few years back), you might try to use a surface object the size of the app (or the scene/frame) to get better results, although using a surface object is so complicated that not even its dev can explain it in simple terms, considering it has no real docs (real docs=more than the names of the A/C/E, think of docs for, say, Physics - Engine object in CF help), only a convoluted example.
//edit: I made a workable, if a little bit glitchy, example. Don't @ me, dunno why the stuff sometimes disappears when pasting a new rotated copy of an object or the reason for the black gunk.
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First of all, it mostly requires application to have menu bar enabled (which most games simply don't use) and also serves a rather garish window that hasn't been changed since TGF1 (maybe even KNP), so in my games I often just implement my own pause system anyway.
To that end I propose the following changes:
- Add a field (checkbox) to event group properties that would make group being processed only if the application is currently paused (so that one could implement stuff like pause menu with it, or pause animations if the game doesn't need pause menu)
- Remove this ugly thing:
Please login to see this picture.
- In Scenario object add an action that would pause the game until unpause event is sent as well as "unpause" event (that is to be ran from an event group that is processed only when application is paused)Because as it is now, the pause feature of the runtime might just as well not really be there because of its marginal usability, and everyone would just develop their own pause system anyway.
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Were there really that many spambots that it had to be added? And why not something that can protect from bots better (because these questions aren't really "random" and the answers could be easily put into some db for any spambot to pull data from and answer automatically) and isn't annoying for the actual humans, such as "I'm not a robot" reCaptcha?
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mesh collision is already in - as is hidden objects - thus any shape/mesh can be collided with
vertex and face data is already in
Is it? I seem to have read somewhere that it only has distance (sphere) collisions and look at 3d primitive/3d mesh nodes seem to confirm that as it talks about radii and other sphere-related stuff in the collision section of the properties panel.
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thanks for letting me know i can stop developing firefly i will cancel the 2 updates i had planed this year, being better shadows and physics. TY
Now look what you have done, fredetmumu.
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1. More collision types (not just sphere collisions but also box collisions, capsule collisions and mesh collisions)
2. Some proper 3d physics engine such as Bullet physics.
3. Fixing memory leaks and other serious issues with Firefly.
4. Ability to create meshes at runtime by providing vertices and face data, this would make possible to create procedural models, which could be useful e.g. to make a better level editor.
5. Pixel shader light/shadowmap (so we are not forced to have only 8 lights active at any given time, which from my understanding is the limitation of the version of Open GL Firefly uses behind the scenes).
6. A built-in third person camera that doesn't clip through walls with ability to set which node it will follow, the maximum/minimum distance, current distance (clipped to min/max if outside of the boundaries or to nearest wall so that it doesn't clip), and both vertical and horizontal angles (so you can make it orbit around the player character).
7. A racing game tutorial with working opponent AI.
8. Better world editor. -
make a folder in your game directory for neatness; eg; call it images.
access when importing/ loading in image
APPPATH$+"/images(your foldername)/ image.png"I recall an extension that allowed you to get all sort of paths, like appdata, path to user's documents folder, etc. Can't remember the name though, might be OS extension, but not sure.
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Yeah, mode7 isn't really well-optimized. What I'd do instead is getting one of the 3d engines for the Clickteam (either Firefly or P3d, Tiny3d isn't really suited for the kind of thing you are going for) and use that to create a 3d background.
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So I've made a laser example, maybe it will be useful to someone who wants to add a mouse-controlled laser weapon to his/her games.
Please login to see this link.Please login to see this link.
Please login to see this link.
Please login to see this link.//edit: Requires 249.9 or newer.
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What if object doesn't have those? Also making dummy ones would not always be wanted as you can't make animation frame completely empty (for whatever reason) and if you just copy one of the existing frames, the character would just snap to that animation upon creation/destruction (a visual glitch).
Seriously, I have had enough hacks, I want proper solutions.