Posts by Warmachine

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Clickteam.

    So i'm creating a new version of a game i released 2 years ago. It's getting tons of changes. Where i already have all the areas made up in individual frames, would it be possible to save just the background elements, their positions, layers etc. and load them in this new version? I get the feeling it could be done like level builders are done, but that stuff completely is over my head at the moment lol.

    I think Frame and Layer effects were added recently in Fusion. The old frame Transition stuff was implemented before Direct3D 9 support was even a thing, so I wouldn't rely on it.

    Thanks Phi! Do you know where i could even start to look into the Frame and Layer effects for this? I don't need the transitions for the frames themselves, but i do some nice "ghost" afterimage effects using the fade transition in active objects.

    i just found a way to do it; in the android settings on the far right, i changed the Force 'Play from disk' value to zero and it works. Now, im trying to figure out how to make the built in fading that works in windows to work in android......guess this means i'll have to add alpha blending code to EVERYTHING fade (provided THAT even works..)

    I've fully ported my latest game over to Android and it runs great....except for looping music..


    I found this thread and tried what was suggested with using Play and loop sample file, but with no luck. Please login to see this link.


    It shows my music files in the external files in the data elements, getting ready to try to add it to the binary data tab, but is there something I'm missing? The tracks will play once when the event is ran from the sample, but the sample file itself will not.

    Haven't played those in YEARS lol so my input may not be valid. Is it something that moves more freely or grid based? Meaning like, when you press a direction to move in, does he move until he clears the blocks or only moves while a button is held down?

    If it's grid based movement, you wouldn't have to use an array. You could do that using alterable values. Something like XCooldown, YCooldown. Say you have 16x16 backdrops for collision, you could set something like;
    + Down Arrow is pressed
    : YCooldown = 0 > Set Player "YCooldown" to 16

    + YCooldown >0 > Subtract 1 from value "YCooldown", and also add Y Position of Player to Y Position of Player -1

    without trying this out right at the moment, it should just set the counter to let you continue moving in that direction until you clear the block, then once you've cleared it, the counter will be back at zero and you wont be moving anymore until you press the Down arrow again.

    Another way to do it is check a value in the ini file on startup. If the ini object can't find a value, it will give you a "0" as the value with a couple of events, so something like

    Start of frame
    - If value "HasRun" in 'somefile.ini = 1'
    -- then load the volume data from the ini file

    Start of frame
    - If value "HasRun" in 'somefile.ini = 0'
    -- then set the value of "HasRun" to 1
    -- use the default audio volume

    Thanks marbenx , that method worked out perfectly!!
    for anyone that has troubles with the same thing, reference this ^^^^, just make sure you add "Compare between two general values" line after the Start of Frame event. Thanks again!

    Well, im not sure if im entering the line wrong for the file object, but this is how i have it;
    Please login to see this attachment.

    No matter what I do, if i have the event 4 in the game it always defaults to those amounts. If i just have the top line it, it loads the settings from the ini file without any problems. Am I missing something?

    Is there a way to check for the presence of an ini file to trigger events? I've got my games options set up to save to an ini and load upon changes/starting the game. What im trying to do is, set the sound effects and volume levels to 50% each upon initial play, then after the player adjusts the levels it saves them to the ini. The problem is, at least for what im trying to do, is that i have the title screen that deals with saving these changes set with a start of frame event that automatically sets them both to their saved ini values. Hopefully that makes sense lol. Realistically, i could just set them both to be at 50% each and just have the players adjust them each time, but i'd like that all to be nice and neat with the ini.

    marbenx I'll definitely be trying that out in the future. Since the game is currently in the "official" beta testing stage, it's a bit too far now or would take way too long to go that route at this point. But definitely something to consider for future projects!

    Linky Seems like the cold hard reality at this point lol. I have my sounds triggered by sprite animations. This goes for all enemies and for characters. I do have the audio linked to a "Main Volume" global value that can be adjusted by the players and is part of the .ini save file. I was really hoping there was something i was missing inside of fusion that would let me remove these elements but, here we are lol. At this point, the main things that could benefit from being replaced would be the remixed OST that i just wrapped up yesterday. As for all the sound effects, it's looking like the only "fast" way to do this will be to go into the code that triggers the sfx and just adjust the volume there. I figured out a slick way of keeping it manageable by taking the volume of any given sfx, and set an event that subtracts it by -20 for instance, from the global value of Main Volume. Not the most robust method by any stretch lol, but it seemed to work, so i may end up going that route. Thanks all for the feedback!

    Does anyone know of a way or if it's possible to remove all the audio files that are added into the data elements in Fusion? I'm remixing my OST and plan on running all the tracks and sound effects/voice overs/ basically all audio through my DAW to get all the levels set correctly and would like to have a clean slate to work with if possible to make things more neat and organized when i import it all back into my game.

    To add to this, add a value to the enemy PDistance, set an always event for a for each loop "AI" or whatever you'd like to call it;

    : Foreach loop "AI" - > Set enemy value "PDistance" to PDistance(X(enemy x position), Y(enemy y position), X(player x position), Y(player y position))

    The value of PDistance will go from greater to lower depending on the distance of the player, regardless of which side it is on. This way, you can set something like;

    : Enemy value "PDistance" >=30 - > (under the enemies PMO) User is holding Left (or right) input key

    This will cause the enemy to chase you only when that PDistance value is met and will stop if the value is greater than what you enter.