Posts by Alpha17x

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'm trying to find a way to detect not only if an external application (exe) is running, but just as importantly, if it's the current active window.

    I also hope that it doesn't involve the process viewer, because that might be the extension I hate the most in all of MMF/CTF history.

    My deep hatred for the process viewer aside, thank you for reading this.

    I'm wondering if anyone has made a soundfont extension that would be compatible with Fusion 2.5. Whether it's something available for free or it costs money isn't an issue for me, and quite frankly if someone has made something so niche they deserve to be compensated for their contribution.

    Using a Soundfont or Soundbank would open up a world of efficiency and organization, at least for as being able to use a single midi file as an index to call all the sound effects in a project along with the precision control of the audio aesthetic without being wasteful is highly desirable. I suspect I could potentially place all of the musical notation, and sound effect indexing in a single midi file and all of the required samples in a single soundbank.

    XM, IT and MOD files are not desirable because while they can sound wonderful on their own with their embedded samples, it's quite difficult to manipulate them externally from an event editor perspective. You can do far more with midi files.

    Space conservation is less of a concern these days, though if I don't need to add unnecessary bloat to a project, I'd prefer to not to do so.

    I'm looking for something that will function within a CTF project and/or it's exported application. I'm aware of 3rd party applications that let people use soundfonts on their own systems but if I can avoid such a work-around I'd like everything to be contained within the project itself.

    I know how to make midi files, and can compose the music and create the soundfonts, but I have no way to interface the banks with CTF.

    If you know of such an extension, or you've made one, or are even selling one, please refer me to it. I'd very much appreciate it.

    I'm looking for usage reference on the ancient Mode7 EX Extension. Like how it interprets angles. I'm trying to use it on a '2.5d' game, but I can't get it to display at the correct angle. I've got a background in 3D modeling, I'm using software like Maya to reference angles and determine what 'should' be correct but I don't really know what this thing is doing anymore.

    Here's a hastily photo-shopped 'reference for what I'm trying to do. I'm using art from Scott Pilgrim just to give myself visual reference for what's going on. I've found a few Mode7 EX examples online but they're all for cart racing games and even when i replicate their settings it doesn't provide meaningful interpretation of what those settings actually mean. For example X and Y are up and down and depth is Z in any 3D software, but Mode7 EX uses Z to simulate object volume rather than visual depth or distance. And it's included 'documentation' is basically 'Mode7 is cool, yay'. (it is cool.)

    Please login to see this attachment.

    So I have another thread here which as related to the missing ANT builder then I noticed the pinned topic so I cleared that out (couldn't delete it) and I also can't edit it anymore to recycle that post. So I dug around and managed to get that (ANT) reinstalled.

    Now I'm getting other errors. As far as I know I am doing this EXACTLY as I did before (when it worked) the only reason my SDK content changed was that everything else on the planet moved away from ANT like 2 or 3 years ago.


    Code
    BUILD FAILED
    D:\Android\android-sdk\tools\ant\build.xml:716: The following error occurred while executing this line:
    D:\Android\android-sdk\tools\ant\build.xml:730: Compile failed; see the compiler error output for details.


    SDK Packages Installed:

    Tools:
    Android SDK Tools 25.2.5
    Android SDK Platform Tools 28
    Android SDK Build Tools 28
    Android SDK Build Tools 27.0.3
    Android SDK Build Tools 27.0.2
    Android SDK Build Tools 27.0.1
    Android SDK Build Tools 27
    Android SDK Build Tools 26.0.3
    Android SDK Build Tools 26.0.2
    Android SDK Build Tools 26.0.1

    API Installations:

    Android 9 (API 28) - All content
    Android 8.1.0 (API 27) - All content
    Android 8.0.0 (API 26) - All content
    Android 7.1.1 (API 25) - All content
    Android 7.0 (API 24) - All content
    Whatever API 22 is, it's in there too.

    - These are huge by the way, what do we ACTUALLY need installed to export an app for a phone. I don't remember having to sit on 40GB+ to make 200mb games.

    Any build any combination of API, or image target (minimum version and target version) that I have will fail.

    I have fully purged all android content off of my system. wiped free space via CCleaner. ensured all associated registry entries no longer existed, restarted my computer. fully reinstalled the SDK (with ANT builder), re-downloaded 'required' packages as per multiple official and user-based guides.

    Every single time the builds will fail. I've already reinstalled everything (including the JDK) I don't know what else I'm supposed to do. And yes, I've tried 22.


    I've noticed that it seems to be disobeying my instructions;

    Code
    -build-setup:
    [getbuildtools] Using latest Build Tools: 28.0.0
         [echo] Resolving Build Target for RuntimeAndroid...
    [gettarget] Project Target:   Android 9
    [gettarget] API level:        22

    The actual Project target in the MFA is different, no matter what I set it to, it will try to build targeting 9. A restart of fusion fixed this (jesus christ) the error persists.
    Update: Nope. Every time I run a second build it will keep targeting 9 and I'll have to restart the program to get it to choose anything else.

    Is there any documentation on the exact components needed to build an APK? I'm assuming I don't actually need to download and decompress 30+gb of Android system images but since Google likes to pack multiple variants of the same thing into their packages, That's what' happening. I actually don't remember the file sizes even coming close to this previously I would very much love to trim the fat. Cutting out anything involving android wear seems like a given, am I safe to purge all x86 content? or will that cause build failures or compatibility issues on devices? If anyone knows, or knows where to find out, please let me know.

    I figured I was going to complex. I"ll check out your example.

    I got pretty close but my event sequence is needlessly complicated.

    Code
    Always set Alterable Value A
    ( YActionPoint( "emitter" ) * 24 ) + ( YActionPoint( "player" ) * 24 ) / 0.125

    Then I had the frequency always = to Alterable Value A.
    And the math was just me tossing things at the wall hoping they'd stick. Which they did with amusing results.

    Thanks!

    This is similar to an attempt I've made. It works, though it moves the pitch in the wrong direction; It will raise frequency when the player object is above the emitter.

    Another challenge I'm running into is that all of the math I've tried seem to cause a one step; hard change. I want the pitch to raise and lower gradually. I"m sure it'll be figured out eventually either by myself or someone else who's interested.

    Currently what happens is that the player above the emitter causes the frequency to raise, not gradually but like a hard switch was flipped. When the player is overlapping the emitter; the original default frequency comes into play. And when the player is below the emitter even slightly the sound entirely cuts out.


    So I'm wondering if perhaps the frequency changes should be done by a fastloop? or if there's some other approach. I couldn't find any examples of someone doing this and I'm an artist so while I can eventually get it. the math doesn't come to me as fast as it would for someone more programming oriented.

    Either way this is pretty fun trying to figure it out; Thanks for your reply

    I'm trying to create a sort of audio 'map' based on where an object is related to another; It's alternating between the player_character active, and an invisible central node; Still trying to decide if it's better to do it from the character perspective of the player or the character.

    Distance from an object has an effect on pan and volume. This part I've got done and it works perfectly. My challenge is changing the pitch of a sound based on it's vertical (Y axis) position in the frame.

    Objects that emit sound positioned higher than the player would have a higher pitch and those positioned lower would have a lower pitch. As the player comes near to those objects the pitch would normalize and change appropriately as their relation to the player via positioning.

    I've got some idea of how-how to do it, I've got what I think is the math for raising the pitch. but not for lowering it.

    Here's an example of my event(s)

    Code
    [Always] Set frequency of [sample 'test.mp3'] to (y("emitter") -Y("Player"))/6

    This will raise the pitch as the emitter gets higher above the player, and it will normalize as they get closer. but the sample will immediately cut out once they get above it. I'm not sure what the math for that would be;

    Code
    +Y("Player"))*6

    Not sure on this one; doesn't seem to work.

    I plan to make the adjustment more subtle; I'm using /6 and *6 to make the changes more obvious during testing.

    Maybe there's another equation I could be using entirely?

    So here's something I've never bothered to try; How does one go about storing assets in an external file? I've seen plenty of 'made with fusion' games doing it and I suspect it's a better approach than just slamming everything into the exe file and choking the application when things get complicated. But I have no idea how to actually externalize things with Fusion. Everything else I use just does it automatically. Can someone tell me where to start?

    I'm doing some experiments with Firefly and I hit upon an idea. I'm going to brainstorm and throw myself at it regardless but here's the basic premise of it.

    You have a sprite sheet / texture map for different mouth positions; a phoneme chart essentially.
    A sequence of events changes the display position on that sprite sheet, the end result is a talking animation done by shifting the display position on the sheet/map.

    Phoneme Map:

    00 - At Rest
    01 - AI
    02 - Oh
    03 - E,R
    04 - U
    05 - D,L
    06 - W/Q
    07 - M/B/P
    08 - F/V
    09 - Untargetted (fail-safe if there's no properly targeted phoneme but something that isn't 'at rest' needs to be displayed.

    Theory; A string contains "Hello World"

    Based on an event sequence as soon as that string is made visible as an example; the following textures positions 'play' in sequence; 03*,05*,02,06 [delay] 06, 02, 03, 05* *-displayed for slightly longer. End result is the character looks like they 'mouthed' hello world'


    The basic idea is to have basic mesh 3d characters with all the expressive animation occurring on texture maps. I already know that texture maps can be used to 'cheat' animation on characters, sort of like how old PSP RPGs like 'Legend of Heroes' did it. I'm just not sure about an optimal approach for connecting it to the content of a string or text display object of some kind. I suspect this is doable, I'm just not sure at this point how to make different 'frames' of the texture sheet display conditionally based on the content of a string or some other dialogue display method.


    What do you guys think of the whole concept?

    Was this made with an alpha or beta version of Fusion? I've got the current stable version of Fusion-Dev. If I try to run the frame or application or run a built application it crashes. edrt.exe in the case of previewing, the built executable in the case of a full build. Additionally, if I open the event editor; the 'always' condition for the primitive has an actiion that isn't listed propery (the second action down) there's a clear indication that some sort of action is there but the text for it is blank. so I can only see the load material action. If i attempt to interact with those actions with a left or right click, Fusion-Dev will crash. if I try to see it in the event list editor, fusion-dev will crash.

    The idea of this is something I'm in need of. too bad I can't get it working on my end. Not sure what I can do. At least it's an option.

    Posted this in the discussion group on steam as well;

    So due to a few issues I've had to come up with a slightly odd method using barriers in my game.

    The stages are primarily tileable quick backdrops that the player(s) can move in 8 directions on. but the quick backdrops include a street/sidewalk to move on as well as the edges of walls and buildings on the top half.

    I had initially put in barriers on the upper and lower limits of the movement area and placed a 'stop movement on collision' event that applies to both limits; However while this technically worked it had a strange visual effect because the player is given movement control back on the next frame. The character very quickly flashes between their stopped animation and the first frame of 'walking' and does this for the duration of the player pushing against the barrier.

    I there is a method of fixing this animation issue this would probably be the best method to use.

    Unable to think of a solution I tried this alternative method;
    Using the same barriers and collision events, I changed the resulting action to change the allowed directions instead. So if the player collides with the upper limit barrier they can no longer move in any upward direction, but they can still move left,right, and any donward direction. Likewise for if they collide with the lower limits, the can only move left, right or in any upward direction.

    This solution solved the visual issue however the collision detection on this part seems to be rather soft, depending on how fast the character is moving. If I tap the character slowly into it the pixels on the edge will collide and the character will no longer be able to move in that directions. However if the character is moving at speed from any direction, they will at times be able to embed their character almost half-way into the barrier before the movement limit finally goes into effect.

    On issue with this solution is that the walkable area is at least 2 times the height of the characters, so I've put a thin 'barrier' line in the middle that restores all movement directions.

    The end result is that if moving slowly, characters/players can seamilessly walk around and the directional limits are percieved running into a wall or barricade. Without it however the result is that the player has to tap the top and bottom like a tag-team wrestler to move.

    I realize this is long-winded but I figured a full explanation was in order.

    As well, it seem you cannot negate a collision event which is unfortunate as I believe that would have been fairly helpful.

    Another reason I'm using allowed directions rather than simple stops (other than the animation issue) is so that if a player hits the upper or lower limit of the directional movement zone, they can still jump. That way it looks like they're just hitting the edge of buildings or walls, but jumping still works so the illusion is maintained.

    If the character didn't sink half-way into the barrier when moving at full speed, this wouldn't be an issue at all.

    I'm looking for a way to pull hardware info and show it in the program. I know the OS object can get the windows version, but I haven't seen anything that can pull hardware info or data from driver tables.

    For example. I'd like the video settings page to show what the name of the GPU/card is, as well as some additional data on it such as GPU memory and other aspects of the card. Is there any available way to support this? If I need to I can probably do it by having something else feed the data into an XML file and pull it out of that; But it would be cool of CTF 2.5 can do it on it's own.

    I'm making a suite of applications. Some of them have sub-application components. However by default a sub application always appears on-top if it's been "launched" from it's own pop up window.

    How can I launch a sub application in a movable window, but have that window be UNDER the primary application?

    Every so often I run into an issue where an extension that I -know- works will not load in the extension browser.

    If I load an mfa that already has it in place; it will load in that file without issue, but I cannot place it into any new files. It will show up as 'undetermined status' and if I try to install it, it will say "cannot download" even though it's present on the computer in the correct place. Is there a file I can manually edit somewhere so force the extension into an active state?

    In this particular instance it's happening with 'Ultimate Fullscreen 2' I know it's in the right place, I know it works, I just cant place it into anything new.

    This extension is incredibly aggravating. And it might be more on the Fusion end of things.
    Grabbed it from the official website, put it in the correct location. It will load for any project that already has it; but I cannot add it to my projects. It will now show up in the object/extension browser. It is listed under 'undetermined status' I cannot install it as it gives a 'cannot download' error. And I'm sitting here thinking "it's already there, use it."