Just to put into perspective how long fusion 3 has been in delepoment...
One guy left the click community and taught himself to program, wrote Construct Classic, rewrote it for C2, then rewrote it again for C3. Meanwhile another guy inspired by Construct wrote Gdevelop1, which is now in version 5 and hugely popular. All in the time its take Clickteam to not release Fusion 3.
Really sad how the pioneers and creators of the event system have lost out to others who have taken the concept and improved on it.
Posts by Bigfoot
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.
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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Almost March already and still not even a blog post. Guess theres Zero chance Fusion 3 will be released this year again.
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Thanks for taking the time to do that, it's greatly appreciated.
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Yes it's because your on VMWare Fusion. I have a the same problem on parallels.
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Could i trouble you for an example? I've had a go and it does create the correct pattern but the distance between the hex grids are very far apart and no mater how i try to alter the values i cant get them to align next to each other.
Thanks.
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Does anyone know the maths for creating a hex grid with fast loops?
Normally for a square tile grid i do the method
start of frame > start loop "tile ypos"
onloop "tile ypos" > start loop "tile xpos"
onloop "tile xpos" > create tile
+ set tile x to tile size*loop index xpos
+ set tile y to tile size*loop index yposI don't know how to off set the hex tiles.
Thanks.
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Thanks very much for your help.
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Does any one have the example files for the war game object? As i recall it used to come with some, but since the forum move the extension download became corrupt and was reuploaded, but the file now only contains the runtime and extension.
Thanks.
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Are you doing too much in 1 go? For example if you have a fast loop with lots of nested loops or a single condition which runs a few different fast loops in one event line then the program will pause until the fast loops are done, as it should.
Try breaking them up so they don't all run in one go. If its a grid of tiles then run 1 row or column at a time. Like set an alt value to the row number, start at 0. Then do the first line of say 10 tiles, so start fast loop 10 times. do stuff in fast loop for that tile + add 1 to row alt value.
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Make every single item an active and make it scale up or down at the same time, and reposition. Super efficient.
iOS won't like that.
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I haven't played it but looking at the video you posted it looks like that is actually a 3d engine with the camera fixed to the side perspective and they use 2d sprites instead of 3d objects. The zoom is just the camera moving closer to the sprites.
In mmf i think you need to use a shader to zoom, or the perspective object. Shaders don't work on iOS and i don't think the perspective object is converted.
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Remember it's not just object count, keep an eye on your virtual memory as well, i think above 70mb may be pushing it.
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Use the layer object and do "always order object by alt value z". Then always set each objects alt value z to its current y position. Then if you want to manually set an object to always be on top of all others regardless of y position then set it's z value to a number higher than your frame height.
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SQR((X(“Obj1”)-X(“Obj2”))*(X(“Obj1”)-X(“Obj2”))+(Y(“Obj1”)-
Y(“Obj2”))*(Y(“Obj1”)-Y(“Obj2”))) < 80 move enemy. -
From the articles forum.
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You should release this for ipad.
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The graphics looks awesome. You're very talented.
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Thats too bad, but still i did wonder. It takes 70 years for a work to lose its copyright, it had to passed on or inherited so long as someones making money off the original.
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This looks really good. Are you managing to get 60fps on ios with all those enemies and particle fx?
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Quote
Konidias
1. Could be possible to only create actives that you'll be seeing on screen (and a bit around it for when the camera moves around) This way you'd only be using a couple dozen actives at any given time. Not sure what kind of performance hit that would take though. It would be fun to test. I don't think pasting into the background is the way to go in this situation.I did something like that quite a while ago.
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