Recent Activities
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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semar
October 14, 2024 at 11:58 PM Replied to the thread Finite State Machines.PostI apologize if I tell you about the same concept again, but what you're looking for ( keeping everything organized ) is easy to achieve from within Fusion, by using group of events.
You may set up a group of events for each state.
Each group of events can… -
The_Owl
October 14, 2024 at 10:21 PM Replied to the thread Finite State Machines.PostThanks for the ideas Semar, I get how you could navigate through a game that was, but what I'm looking for is something more character specific - and I apologise to the forum for not knowing the proper terminology for these things I'm inquiring about.
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Volnaiskra
October 14, 2024 at 9:23 PM Replied to the thread The problem with 3500MB and animations.PostYes, but you can occasionally leave it for a moment and immediately return,if you want to flush the ram.
Or clean up your animations. They are too large. -
Janette5
October 14, 2024 at 6:33 PM Replied to the thread Needsome help with a program.PostIf the stories are text files, you can save them as strings and call up the string when you need the story to appear.
You can name the strings to match the devices. For example, fax machine story 1, fax machine story 2 etc. -
aritheari
October 14, 2024 at 6:25 PM Reacted with to NaitorStudios’s post in the thread Mask object/ shader/ whatever?.Reaction (Post)Ported to DX11, haven't seen that people were asking for it. -
DisneyRob
October 14, 2024 at 6:13 PM Replied to the thread Needsome help with a program.PostThank you for the help.
A lot of questions have been answered.
The only thing I am still having trouble with is creating a "database" for lack of a better word to store the various stories that will appear on the various machines/\
Thank you -
willy
October 14, 2024 at 4:13 PM Replied to the thread Help with search and replace.PostThanks! I'll test some more and try to figure it out -
semar
October 14, 2024 at 3:30 PM Replied to the thread Finite State Machines.PostAh ok, I've got it now.
Well, basically you need what is usually called "game status". In its simplest version, It's just a variable, which holds the status of the game, which you can refer to in order to take different paths in your game/application.
For… -
WonkyTonkBotty
October 14, 2024 at 3:09 PM Replied to the thread Scoping "hitbox" objects?.Post[…]
Oh, that - I was playtesting two separate versions of the event. Since the event is for a double-barreled shotgun, which has an altfire mode allowing it to fire two shells (24 pellets) at once (at the cost of much worse accuracy) :3
Thanks again, I'll… -
semar
October 14, 2024 at 3:00 PM Replied to the thread Scoping "hitbox" objects?.PostIn the fast loop, put all the set commands in a child event. This way, they will performed after the creation of the bullet.
Hmm.. these are not 12 bullets/pellets, they seems to be a bit more. Why ?
Please login to see this attachment. -
The_Owl
October 14, 2024 at 2:59 PM Replied to the thread Finite State Machines.PostOkay, I'm looking for some sort of guide on how to best set up my code in a way which allows me to gradually build it in a fashion which is organised and simple.
Rather like in this video
Please login to see this media element.
But tailored more… -
WonkyTonkBotty
October 14, 2024 at 2:34 PM Replied to the thread Scoping "hitbox" objects?.PostThanks for all help so far. However, it seems as though whichever method I use, something goes wrong. With ForEach, obviously there's the issue of the ForEach loops lagging. With one other method I tried (running fastloops on each individual pellet),… -
semar
October 14, 2024 at 1:42 PM Replied to the thread Finite State Machines.PostPlease could you explain what do you want to achieve ? -
The_Owl
October 14, 2024 at 11:42 AM Posted the thread Finite State Machines.ThreadCan anyone direct me toward some tutorials/guides covering this topic as pertains to Fusion?
I've found a few offering instructions for other programming languages, but find them difficult to follow. -
Deff_Alfer
October 14, 2024 at 10:42 AM Replied to the thread The problem with 3500MB and animations.Post[…]
Unfortunately, we have to show everything on one frame. -
semar
October 14, 2024 at 10:29 AM Replied to the thread Scoping "hitbox" objects?.PostYes Volnaiskra you are right, however Please login to see this link. creates 12 objects in one event, and at the end changes some property of that object, may be without knowing that the changes affect only the latest created one, because of object… -
Volnaiskra
October 14, 2024 at 10:06 AM Replied to the thread Scoping "hitbox" objects?.Post[…]
Using a qualifier would probably be ok. If you create an object and then perform an action on one of its qualifiers in the same event, Fusion will automatically scope the qualifier to the newly created object. I use this technique all the time. It can… -
Volnaiskra
October 14, 2024 at 9:39 AM Replied to the thread Help with search and replace.Post[…]
Yes, so you can easily load the whole file with String Parser 2 into a string, and then use the expressions discussed above on that string.- If you search for <property name="Map ID" type="int" value=" then you'll find the beginning character of the
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KimarZuru
October 14, 2024 at 7:55 AM Replied to the thread How do I do a check for FULLY overlapping?.Postyeah I probably should have been more specific initially about how the proper file works, the object I want to check if something is fully overlaying it are tiles you can place/delete, and I am doing a check if a placeable object that goes ON the tiles… -
marbenx
October 14, 2024 at 7:44 AM Replied to the thread How do I do a check for FULLY overlapping?.PostThe 'simplest' way I can think of doing it is by creating a second (invisible) object that is the same as the first larger object, but with the sprite being 'inverted' so all the empty space is filled, and the filled space of the original sprite is empty…