Posts by Konidias
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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Hmmm working on something but might take me a bit since I'm slammed for time. I have it so you can set a start post and end post and it generates the bridge pieces for as many bridges as you want in your level... I just need to work out the math so you get all bridge pieces being affected when the bridge is stepped on based on their distance from the center of mass and how close they are to the end posts. (would want less impact on the pieces that are closer to the posts, I would imagine)
I'll get something worked out in a couple days
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Nevermind, something about the folder pathing was screwing it up. I got the saving/loading of objects working with Ini++... I'll test to see if this is a viable solution
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It appears the Ini++ object can save/load objects including it's variables and strings... Only issue is that it appears the latest version of the extension the object load isn't working. Anyone know who I'd contact about getting it fixed?
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It's a number array that's like 1500 X dimension and 10 Y dimension.
There's just no way to currently save like a small bit of data at a time. It's save the whole file or nothing.
Saving at app end could work but then if the game or computer crashes you'd lose hours of progress.
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So I'm attempting to create an auto save system for my game which saves the game every 5 seconds or so... The issue is that the array for my world data is already over 1MB in size and growing, and when I save the array, the game "hiccups" for a split second while it's saving. There's a noticeable lag which is really unacceptable for any game every 5 seconds of play.
So is there any trick or way of auto saving an array while avoiding this issue? Or am I going to be forced to having the player manually save their game? How do other games save data on the fly without it causing lag issues?
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Glad I could help! Hope you figure out the other issues.
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1. I changed your number of objects per frame from 1000 to 2000... Fixed. I noticed that if you just click the words really fast before the whole paragraph finishes, it was working correctly. I deduced it's because you had less objects on the screen at the time so it wasn't producing weird results. The issue here is the Blitter Text <> "" condition. You have a Destroy Character event and then you run a For loop in the same condition.... Fusion isn't destroying the objects before running the loop. It destroys the objects at the end of the frame cycle... Meaning your example of "[elderly sunbathers and folks]-->[solitude is not the aim of many]" was holding on to 500+ objects for one page and 1000+ objects for another page. Meaning Fusion was trying to deal with 1500+ objects which... wasn't gonna work because your object limit was 1000.
2. I don't think this has anything to do with the X margins but something to do with how you're resetting the position of the Blitter at the start of a new line. There might be something there since at first you're setting it to one X and Y position and then once it reaches the end of a line it is setting the new position differently. It seems to be off by 4 pixels? Not really sure why but I don't have the time to fully investigate it. Just know this probably isn't any sort of bug but just a simple mistake in the events.
3. Didn't experience this while testing so I'm not sure I can help with that.
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Hmmm nope... doesn't work either. Even in the debugger it shows the object's movement as Speed = 1 and Deceleration = 0 yet it's totally just sitting there stopped.
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So I have this particle moving around using bouncing ball movement. It's set to speed of 1 and deceleration of 0. When I start the frame this works great. It slowly moves in a random direction forever.
If I try to change the deceleration and speed with an event being triggered, then this also works. The particle speeds up and then decelerates to a stop.
The issue is that when I try to then set the speed back to 1 and deceleration to 0, the particle starts moving again but then it decelerates and stops? It doesn't appear that I can touch the deceleration value and then set it back to 0 or something. Not sure why it's behaving like this.
I would think that setting the speed back to 1 and deceleration back to 0 would mean it would move at the speed of 1 forever. But instead it moves for a short distance and then stops permanently.
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Your ISP can also block this sort of thing I believe. At least I know with web hosting you can't like host a website through Charter
There's also the option to just rent a server but that's not a free solution. Getting a server where you can run your own software on it is usually a bit expensive as it needs to be dedicated. (imagine if 5 people were sharing the same server and all running whatever executables they wanted on it... wouldn't be too reliable)
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Ah yes, I see it now: the "optimise events" checkbox in the last pic? Vague, but tantalising
Also this line:
"A faster Windows runtime with optimized memory use and a DirectX 11 mode"
It's faster
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By the way, does this refer to the editor (ie. loading/saving MFAs) or the runtime (eg. loading assets from EXE into RAM, saving savegame files)?
It's referring to your application loading/saving in the editor.
But there's also been runtime optimization.
"saving save game files" is broad. You can save many different ways... like INI, Array, etc... How long that takes is really up to how much is being saved and how optimized you make your events. I don't think it's referring to that in any way. Just how long it takes your application to save/load in Fusion editor and also some optimization to how events are handled in the runtime.
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Change the collision events to "is overlapping"?
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It's also reliant on the http:// part being at the beginning of the string.
You'd need to do a loop through the length of the string to check for http:// being elsewhere in the string and remove it in a similar manner. I'm assuming it's at the beginning but figured I'd mention that just in case it's not.
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I really want to get my hands on this asap. Would love to start implementing nested conditions into my game
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So I love the feature of being able to import images, select the area of pixels you want to import from the image, etc...
The only downside is that this information isn't being saved in Fusion and used to update frames if the external images change.
I have a lot of large tilesets in my game, and a huge issue for me with Fusion is that I can't just make some overall changes to my tileset in an external program and then easily update my game with those changes. I have to manually go in and cut/paste hundreds of objects to update my game art. This is insane and really shouldn't be necessary.
If Fusion simply saved my import options (including the file location I'm importing from) then I could just press a button to automatically update ALL of the frames in an object. I don't need this happening at runtime... just in my editor.
So look at this:
Please login to see this attachment.
It's great. I love that I can import frames like this. But once imported, this import data is lost. If I make changes to that tileset externally and save over my old tileset image, then nothing changes in my game. I have to go in and manually update the frames.
Since Fusion is already grabbing all of the necessary information to import a frame externally... why can't it just save this information and use it when I need to update again? In the case of an image moving from the original location, Fusion can ignore the update and keep whatever image currently exists in the frame.
This has always been a huge bottleneck for me on big projects. Updating art assets has cost me so many hours of time just spent manually replacing frames. This one little potentially simple feature could be a game changer.
Please I beg of you... add this in the 2.5 DLC. I know it can't be that painfully difficult to implement. I wouldn't even care if I had to go in and press a button to update each frame. It would still save me so much time compared to having to go in, load the image, cut out the piece I want, set all the options again, and then import it.
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Might be an obvious question but what Display Mode is the game set to?
My game is like 800+ events long with tons of fastloops, effects, hundreds of images, completely custom collision detection, movement, AI pathfinding... and it runs solid 60fps
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Hey all. I'm looking to add a programmer to my team to help with additional programming needed for my game. It's well underway with a lot of systems already in place. Must have experience with Fusion 2.5 and be very comfortable working in it. You can reach out to me here the contacts below:
Email: konidias@gmail.com
Twitter: [MENTION=9423]Konidias[/MENTION] -
I don't think there's a unicode version of speechbubble.mfx... at least I don't have one in my folders (but I do have the extension installed)
It's weird that it is saying it's a unicode version of the extension...
The reason you go the "wasn't compatible with build type" might be because the .mfx didn't live in the runtime folder located:
Clickteam Fusion Developer 2.5\Data\Runtime
So try to copy the speechbubble.mfx into there? Mine is 24KB in that Runtime folder though, and 39KB in the extensions folder so I'm not sure what the difference is.
I'm not sure that would fix the issue you're having but it wouldn't hurt to make sure. Worst case maybe you can send the mfa to Clickteam and they can modify it somehow to allow it to be opened