I made you an example, it has 2 groups of events, one with shake in X (enabled by default) and the other with shake in X and Y (disabled), you can also set the strength and the number of shakes you want.
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Open a TicketI made you an example, it has 2 groups of events, one with shake in X (enabled by default) and the other with shake in X and Y (disabled), you can also set the strength and the number of shakes you want.
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It can be done very easily with the pinball movement and without using physics-engine.
Here is an example
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I just realized that the problem doesn't seem to be the "Layer Object" but the "Combo Box" object, if I delete it or make it not be created at the start, the FPS works fine but apparently there is a conflict between both objects as can be seen in the video.
Hi guys,
I found a very weird FPS bug caused by the "Layer object". The problem occurs when modifying (with a condition that is executed constantly, like "Always") certain parameters such as effects or the position of a layer.
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As shown in the video we can see that if we monitor the FPS with an external app (RivaTuner in this case) we can see that the FPS are always shown twice what my application shows and if the events of the "Layer Object" are deactivated the FPS return to normal.
If we activate "Vsync" we will see that the FPS shown by RivaTuner are adapted to the frequency of the monitor (75hz in my case) and the FPS shown in my application are equivalent to half. If we deactivate the events we see that the FPS are normalized as in the previous case.
Another very strange thing is that if we place a "Combo Box" object and deploy it, it makes the fps work normally as if we had disabled the "Layer Object" events.
I attach an example in case any staff member wants to analyze the problem.
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Hi, bump this up as I would like to know why this is happening also, if someone can explain.
I managed to work around it using individual actives for each colour, scaling and moving them.
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I was worried this problem would happen when scaling an application, but I tried it and seems ok .
For gradients with few colors it's fine but it is not an option if you want to use a gradient with many colors.
Anyway, I did a few more tests and was able to solve it using the following formula:
Set RGB coefficient to RGBAt( "Gradient", ( "Arrow" ) - X Left( "Gradient" ) ) / XScale( "Gradient" ), 0 )
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Hi guys!
I'm trying to get a specific color of a gradient based on the position of an Active (an arrow in this case) in order to change the background color to the one obtained. The problem is that I also want to make the gradient scalable but by doing this the color is no longer obtained correctly, it's like the gradient is not really scaled and the color is still obtained as if it were the original size.
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I don't think I've done something wrong so it definitely looks like a bug.
I leave an example with the problem. Tell me what you think... and if anyone knows a way to do it without this bug. Thanks!
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[mention]Jonathan[/mention] [mention]Zinume[/mention], Sorry guys for the delay, I forgot to upload the new example, here it is:
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*I have fixed some bugs, modified old formulas, added a counter that marks the hours (you can also choose the initial hour) and the indicator now moves smoother and more precisely so you can have better control of the time speed.
I think now the day and night transitions look better and more realistic.
You're welcome guys! I must say that doing this example has improved certain aspects of the engine I did previously, so it has been useful for me as well.
I'm improving and adding a few things to the example so I'll share it when it's done.
Here is the example, you need to have the Complex-softwares shader package installed to open it (I don't remember if it currently comes with CF)
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That's pretty amazing Sergio, I would be really intersted about how you achieve that!
Did you use shaders to change the ambiance color?
Yes, I use shaders on the layers, I particularly like to use "Tint" since I can set the intensity of the "ambient color".
I will try to make a simple example so you can see how it's done.
Based on my experience with Clickteam Fusion I think you could achieve something similar, not at the level of the game you show but good enough...
Here is a sample of a day/night system that I was working on a while ago with Clickteam Fusion. I did this by using the classic layer method with the "Subtract" effect and modifying the RGB values to make suitable tones based on the time of day.
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About shadows, maybe you can use a shadow image for each object and using rotation (to rotate the shadow based on the sun position), scale (to make it stretch or shrink also based on the sun position) and transparency (so that the shadow fades at nightfall) you can achieve something similar to the effect of the video.
BartekB your example is amazing!... I am working on a much simpler day and night system, it works well and is almost finished, I just needed the rotation of the sun to finish.
Your example is on another level, the way you get the RGB I think I tried it once but for some reason it didn't take the color in the indicated coordinates.
Thanks to casleziro and BartekB for the examples, I'll start investigating both as soon as I can.
A few months ago I did some tests of the day/night system that I am doing (in this case in a closer scene and it was not necessary to see the sun).
I share the videos with you guys. Tell me what you think.
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Graphics used in testing are free assets
Fusion will execute your always commands only once per frame rate. If your time is running faster than the frame rate - 60 times a second, you need to run your commands in loops so that they execute more than once.
For example for a clock of 60 - change the commands that the loop runs 6 times every 10th frame pass, for a clock of 90 the loops runs 9 times every 10th frame pass.
Is it normal that conditions like "Always" depend on the framerate? I don't know if it's due to the old Clickteam Fusion source code or if it's normal and it also happens in other similar programs, but definitely that certain conditions are not executed time-based and depend on the framerate is something that has given me a lot of headaches.
Thanks for the answer [MENTION=15682]Volnaiskra[/MENTION]
This example is a small part of a larger project that I am working on, I know it can be confusing (sorry about that)... Anyway, I think I got it, I made some changes and replaced the formula, now it seems that everything works, although it's not perfect because when I make the time go faster (lower TSpeed value), the sun is not always exactly at 90º at 12 o'clock, but it only happens when the time running too fast.
If you have time I would like you to try the example and tell me if you think it is the correct way. Thanks!
Hi!
I am creating a day/night system where I have a 24 hour clock that represents the full cycle of a day. Some values of this system can be modified such as the speed of time and the length of the day and night (in case we want to make longer days and shorter nights or vice versa).
What I need specifically is for the sun to rotate adapting to these values (speed of time and length of day and night) starting from a specific angle, so the sun rotates 150 degrees in total, from 165º at the start of the day to 15º at the end. I have tried some formulas and I haven't been able to achieve it, so I ask for help to see if someone can give me a hand.
I attach an example with a basic formula to you guys can better understand what I need.
Thanks in advance!
Great, thanks marbenx!
I modified it a bit so that the counter interprets the hours and the hand makes a full turn in 12 hours.
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Oh.... I see that the conditions "Every" and "Restrict actions" depend on the frame rate. Is there a way to fix it?
I can use another way to do what I need but I would like to know if these conditions can be made not to depend on the frame rate.
Hey guys,
I'm trying to make a clock, for this I have every 1000 milliseconds add 1 hour to the clock, so based on this I want to make the needle move smoothly so I needed to calculate how much (in degrees) the needle should move every 1 millisecond to rotate 360 degrees in 12000 milliseconds (12 seconds, which represents the 12 hours it takes for the needle to make a full turn).
To calculate it I did:
360 (degrees) / 12000 (milliseconds) = 0.03
Long version:
360 (degrees) / 12 (seconds, represents total hours) = 30 degrees per second
30 (degrees) / 1000 (milliseconds) = 0.03 degrees per millisecond
So the needle angle must subtract 0.03 every 1 millisecond from its current angle to make a full turn in 12000 milliseconds.
I think it's fine, but implementing it in Clickteam Fusion for some reason doesn't work.
This is the code:
// Clock
* Every 1000
Hours : Add 1 to Counter
* Every 1
Needle: Set angle to Angle( "Needle" ) - 0.3
What am I doing wrong?
The list is definitely the easiest way, but if you were really intent on not using any numbers, you could store your numbers in a global string, and then use Left$ and Right$ to snip out a part of that string and convert it to a number, like Please login to see this link.
It's not as elegant as using the list object though, but it can be done without using another object if you wanted
[MENTION=19502]marbenx[/MENTION], that method is great!
It's true that the list is the easiest way, but I always try not to use objects if it's not really necessary. The way you have done it seems great to me, just what I was looking for. Thank you!
Thanks guys! Doing it with a list is a good idea, but I don't like to use other objects than the basic ones if it is not really necessary, I always try to make things as simple and efficient as I can.
Since it is not possible through the "expression calculator", I did it using the alterable values of an Active to store the already defined values, this way it can be done in a single line and it is very simple.
I attach the .mfa in case someone has the same question and needs it.
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)