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.

    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.

    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:
    Escaflowne

    I think you need to load the texture into Firefly manually. Not sure if it can pull out material/texture data from FBX.

    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.

    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.

    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.

    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.

    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?

    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.

    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.