I've asked this before I think, but shot in the dark. Is there a command that resets an alterable value to its original state? I'd like to get this done in one line.
Player is under water:
Type: Posts; User: Ziplock; Keyword(s):
I've asked this before I think, but shot in the dark. Is there a command that resets an alterable value to its original state? I'd like to get this done in one line.
Player is under water:
Ultimate fullscreen is probably what you need. I thought it was included now?? If not, grab it off of ultimate walrus' website.
My first apk. Now I know what a keystore is (kind of).
I've searched a ton, but no luck. It seems anything I try to do with the multi touch object when my game scrolls goes completely wonky. Has anyone found a good workaround for this yet?
This sounds like you're using the basic 8-way movement. Try the physics 8-direction movement for your hero.
Go to the runtime options in the active's properties (the play button) and untick "Follow the Frame"
What do you mean "stops when hits frame?" This might be a specific question for solarb
Faber's example is pretty simple.
Whenever an event triggers, you add to your score counter.
Whenever your score variable "MOD" 500 = 0, that is to say the remainder of the actual variable...
Depending on what you wanted to do. Obviously, if you knew you had 12 animation frames, you could clone the last frame or add a blank one to the end and say:
Current frame of ("Active") = 12:
Robbie's Shutdown object
I haven't upgraded to 10, but it works as far as 9
Rolling back Fusion to 2007! Ya got me!
No, it's like having several different photos open in the same project in photoshop. You still work on them individually, and can build them all at once, but if you have 4 mfa's in your project and...
mfw is a project file that can include several mfa's
If it doesn't matter what order, you could assign each one of them to a qualifier, then set an interval to make one of them at random appear.
Every 1 second
+ Pick one of Group.Good at random
value("Number of heads")*1.0/value("Total flips")*1.0
Oh... is that what that Rrandom is for? I was confused by your wording. I thought you wanted this to constantly decide if it was going to toggle every 3 or 4 seconds. You want this to fire after 3 or...
Every - (Random(2)+3)*1000
-> Set variable to Random(2)
Reset Y to 0?
I'm guessing when you changed your frame height, these objects fell outside the application's frame window (the dotted lines). Anything outside this with "follow the frame" un-checked will not show...
Popcorn's solution is pretty elegant:
I couldn't see this done without a loop. Maybe 2 lines:
Start of Frame (or whatever stimulus)
-> Set X("Object3") to 1
-> Start Loop for each one of (Group.Good), loop name "Xpos"
Yeah, pretty much what I'm doing, it was the not repeating the same number between the end of 1 cycle and the start of the 2nd that I was trying to fine tune. But I guess I'm not going to get it...
I need the numbers to cycle through all 4 before they repeat, Beejers.
Random pool works, but it's basically the workaround I had. I had objects instead of groups though. Thx, guys.
Hey, kids! I want to repeatedly pick 1-4 at random, but I need to:
a) Pick all 4 numbers before it cycles again
b) Not pick the same number twice in a row
My workaround right now sucks. Anyone...
You're using a calculation to select which variables you want to test. You just need to pull the drop box down to your variable to test it, in this case, value N.
Chrille's method works too, for sure.
Pretty old bug. It's because it's running your stopped animation at the speed of 50 and you are letting it end without stopping it on your own. "Stopped" comes with some baggage. Once the animation...
Do you still have the demo somewhere on your system? This can be caused by the 3-frame limit of the demo.
Yeah, did you start your project in the demo and then purchase the full version? Your system is probably opening the demo that has a 3-frame limit. Get rid of the demo.
Super cool solution! I had a workaround for my newest project, but this is much more elegant. Thx Chrille!
mobichan, you gave me an idea though. You can get it done in one line with:
Compare 2 general values - Flag ("Active", 1) + Flag ("Active", 2) > 0:
This will check if Flag 1 or Flag...
I get the impression when fusion is asking him which flag to check, he's literally typing "1 or 2." This is a bitwise operation that's no different than putting in a formula, like 7-4. Putting "1 or...
OR is a bitwise operator. Base level binary stuff. In binary, each digit is the following digit times 2, with the final digit being 1. The digits 00000 have the values 16-8-4-2-1. Making a digit 1...
You can use range in the form of (Value, Min, Max)
Alt.A = Range(Alt.A,5,20)
As for flags, I'm not sure what you're getting at. You can compare as many flags as you want in the same expression....
After you click OK, you need to click somewhere on the frame to tell fusion where to put the active.
This could be a hardware limitation. To save money, manufacturers often put multiple keys on the same circuit, so holding down more than a couple at the same time will only recognize 1 of them.
Seems like you're trying to apply a slightly older way of doing things and mixing it up with For Each. Used to be there was no For Each, and you would need to Spread Value via FastLoops to give your...
Timer Condition - Every - Use Calculation - (Random(10)+1)*1000
The random condition is index 0, so Random(10) will give you 0-9, hence the +1. The timer is in milliseconds, so *1000 will give you...
To get If/Else, you can write your code backwards to say Always do Else, then put your If statement afterwards.
i.e., If A then do B, else do C:
-> Do C
-> Do B
Didn't get to this thread before it was solved (was at work), but I thought I'd share my technique too:
Here I have two objects, one "Random" which is used to pick the numbers, and the other is...
Pls make Schrodinger a moderator :)
Aha!!! That's a cool new little thing to add to my repertoire. Thanks, man!
OK, I'm all over the place with this one and just can't seem to get it. How am I misusing altvaln here?
Still, it seems to be a bit of a scoping problem.
Alterable Value A = Alterable Value B (Works)
AltValN,1 = AltValN,2 (Works)
Alterable Value B = AltValN,1 (Works)
Comparing 2 general values under special conditions doesn't scope like comparing an alterable value of an object. In other words, there is no specific distinction between instances of objects. If you...
You can use the timer to set intervals. For example:
Timer - Every 33 milliseconds
-> Launch weapon
This could replace whatever condition you have that fires the weapon.
And to make an...
The only extension that wasn't in ExtPack2 was color dodge. I just ignored it, and haven't noticed when you used it. Out of curiosity, why didn't you just compile an exe and throw it on mediafire or...
Should be standard with 2.5.
Hasslevania rocked! Can't wait for you to finish this!!
I assume you're doing something a little more complicated than this:
+ Alt.A < 10
-> Add 1 to Alt.A
So, yeah, range works:
+ Alt.A = Range(Alt.A,0,9)
Upload your mfa directly to the forum. Click "go advanced" below and manage attachments.
Have you considered a wiki instead of a manual?
Is your barrier a backdrop or an active object?
If you're using a backdrop, make sure "collision with box" is unchecked. If it's an object, uncheck "use fine detection." Quick backdrops only...
Your order is correct, which is why the animation changes to punching, but that's only for 1 frame. If you're moving in a direction, and release the button, it'll switch back to walking.
-> Set animation frame to Val(List Line Text$( "List", 1 ) )
-> Delete Line 1
Here's something that might get you started. Off the top of my head, you could use alterable values to change the amount of letters per line and a list object to force the animation frame to a...
Instancing can be... complicated. If it's only possible that it happens to one instance, then it's not necessary. Like "If object collides with A" or "If A leaves the play area," it doesn't need to...
3d world runner maybe?
Good job, HGF! Looks great! Schrodinger - you have single-handedly changed the face of Fusion! P3D is sick!
I suppose - but what if you have 7 pucks... or 12?? Could end up a nightmare.
-> Start Loop "Launch" 32 times
On Loop "Launch"
-> Active - Set direction to Loop Index "Launch"
-> Launch Bullet (Use direction of Active)
Not in 2.5. You'll need to duplicate them in each frame. A bit of a pain, but once you've duplicated the object, you can copy your code and it will match up. I seem to remember something about global...
Create an object, set it to invisible, always set it to the cursor, and have your character always look in the direction of the object.
If you're set on zoning, I don't really have an idea for that, because you can't count the number of objects in a zone in a formula. You'd have to add line after line of "If number of pucks in zone 1...
Not sure why it's not working without your mfa, but here's one way to do it with basic movement.
You can also do this with a couple lines of code:
-> Do whatever if they're not colliding
If A collides with B:
-> Do whatever if they're colliding
In your score 1 group of events, you have the partial condition/action:
Flag 1 of Active 4 is off
->Set Flag 1 of Active 4 on
This should be:
Flag 1 of Puck is off
-> Set Flag 1 of Puck on
Thanks - I'm glad you guys found it that addicting! It took me a while, but I changed it from space bar only to any key. And I finished the ending and uploaded it to gamejolt:...
Sure - that should work. You could also "Run this event only once."
Still working on the ending, but while I do, I thought I would feel around for bugs. I would be particularly interested in hearing about recommended specs, particularly lag...
I think it used to default to checked in mmf2, but in cf2.5 it's unchecked.
Hey, thanks. Submitting my own flag report is a great idea! But this is going to be a free fan-game. Think game-jolt is a good one?
Under special conditions, "Compare two general values."
To explain how this works, a modulo operation finds the remainder of a value. So, to find 14 mod 5, you take 14/5 and end up with "2...
In this thread, Danny has the following solutions to getting users to stop getting false positives from their anti-virus software:
1) Uncheck compress the runtime
2) Sign it
3) Trusted installer...
Try adding a counter object to the field. Then in the code:
-> Set counter to global value
There are countless ways you could do this. Here's one:
Define an alterable variable for your character and name it "weapon_type" and give it a value of 1.
User presses (weapon switch key):
Ah - indeed. This might be something I put in the troubleshooting in the release notes. Thanks so much!
I'm having this problem with my new project. Does anyone else experience this issue ever and what are the reasons?
You might have more luck in Paid Design & Development Requests
Pretty sure it's to go along with pairing two objects (like a turret to a tank), so you can give complementing variables to the paired objects. I still use the old ID method to do this, so I've never...
You need to change the size settings to over 1200 to extend the scroll bars.
Popcorn's example uses a counter to determine which weapon type is being fired. Couldn't you, ostensibly, use the same counter to change the animation of the bullet?
This happens in almost any game I play in which the screen resolution is changed for the game and it doesn't bother me. People that know how to use alt+tab know it's going to be an issue and know...
Start of frame:
-> Stop animation
User clicks on object:
-> Start animation
Here ya go. Change to mod19 to avoid frame 20.
Set animation frame to LevelNumber mod 20
OK, I have 12 teams in my league, but only 8 make the playoffs. I run random results for the regular season and end up with the following results:
Team 1: 23 points
Team 2: 27 points
Team 3: 43...
I am trying to build a Monte Carlo system for my sports league where I can determine the percentage each team will finish in the top 8 of the league after the last game of the season. Each team has...
You might have some luck in the community forums and not the support forums. Try "Paid Design & Development Requests"
Yes, that's what I was thinking. The free version has a 3 frame limit.
How are you doing it now? I have this twice in a current project and it works without a pause:
Start of frame:
-> Play sample 1 once
If sample 1 is not playing:
-> Play and loop sample 2
Yeah, that might have been a bit knee-jerk. 99.9% agree, but like piscesdreams said, rewards, rather "early rewards," are pretty innocent when it's a bunch of people pooling their hard earned money...
Well, unless I'm dealing with tons of duplicates, ctrl+click+drag is usually fine for me
Newp. But you could move your source object left and up, then duplicate it right and down ;)
-> Set animation frame to 0
If blade is overlapping object:
-> Set animation frame to 1
I've found it pretty inconsistent, but I credit 2.5 for that because I feel it's starting to read our minds better than it used to. Assigning ID values to everything and running fastloops to compare...
I think the lives object is deprecated, from the days of TGF. It's just another global value, but it can only be controlled from another deprecated object, "The Player Object." It doesn't really have...
I'm with Emerson - it's a little confusing, but if I'm getting it, you have custom movement, but also a path. i.e., you don't want the object to move along the path until something triggers it? Can't...
Make 2 counters. Set the type of the first one to "Horizontal Bar," set the minimum value to 0 and the maximum value to whatever it takes to level up. Then two conditions:
Whatever adds to bar:...
I think you might be mixing FastLoops and ForEach loops.
- "Active" -> Count -> For Each Object -> "Name Of Loop"
"Active" -> Loops -> On Each Object -> "Name Of Loop":
"* However... If the current counter value is -1, it should always store the index value."
Problem with Min(Max(-1,val1),Max(-1,val2)) is this will return -1 (neither of the numbers) if BOTH are...
Uncheck "Heading" and "Heading when maximized" in the window properties.
Under the properties toolbar:
1) Tick "Resize display to fill window size" or "Change resolution mode" or use the fullscreen object. Play around with these until you find what's...
Yes, I would love "Run Application Starting From Current Frame." Sounds so simple, yet I always need to rearrange my code in frame 1 to jump to the frame I'm testing in order to make it happen. Eh,...
Thx for that, tracing - way to make me feel old! :)
I remember something like this when I was first doing HTML - adjust on one monitor and see the changes in the other. Saved tons of time.
Every option you'll need for this is under the application properties - window. Highlight your application in the workspace toolbar (not a single frame - the parent application) and click the Window...
OR... if you're just doing basic rectangular collisions, you could tick "Use Fine Detection" and not attach anything or change your animations :) But that only takes you so far.
What are the problems with compare two general values? I think I've heard they don't scope properly? A=B is not the same as B=A?
Immediately I see it looks like your sdk is version 23 but your build api is set to 14. Try clicking "Newest Installed SDK API" in your android properties. That might not fix it, I haven't used the...
Perfect! Thanks so much!
This is for you math guys. I have a main object and a destination object. Upon clicking, I want the main object to travel towards the destination object no matter where I put them on the screen at...
Try to solve the problems new users are having on the forums. The best way to learn something is to teach it, and because the users are new, they're asking basic questions that will keep your...
Yeah, I'm misunderstanding too I think. If you're just trying to get the values of two strings and find the minimum, that would be Min(value( "String1" ), value( "String2" ) )
but it's probably...
No, as long as it's in the same line, it should only apply to the most recently created. It's working in this example. Is there some conflicting code somewhere?
User clicks button:
-> set global value a to 1
Start of frame
+ Global value a = 1:
-> create object
The big question is: How did you get it to flash? That might better assist us to help you get it to stop.
Hey no prob. Also, in your gravity loop, using two different lines for "if b<0" and "if b>0" can be a bit redundant and resource taxing.
"if b>0" set y to y+1 and "if b<0" set y to y-1 can be done...
When you have more than one instance of the same object on the screen, Fusion doesn't know which one to point to. You need to use a ForEach loop to address them individually.
Incredible! Awesome work!
Try playing around with Pinball Movement
I just picked 100 out of the air because it felt good. It's going to add 1 per frame and the app is running at 60 frames per second, so it runs for about 1.4 seconds before it stops scrambling.
Yes, to get good collision detection, you need to use fastloops. Because you're moving your ball more than one pixel at a time, depending on the position of your backdrops, it's very easy to end up...
Make your bars backdrop objects and set their properties to "obstacle." Then add the condition "If Ball is NOT overlapping a backdrop" to any line that makes the ball move. Do this by negating the...
How are you controlling the ball? Is it one of the preset movements?
No, nothing sounds juvenile.
Global values carry between frames and are infinite. You can only have 26 alt values per object and they won't roll over. I could have used an alterable variable on...
Yes, most functions are index 0. Which means that Almost Anything(5) will return 0-4, which is still 5 numbers, but they start with 0 instead of 1.
The animations "Stopped," "Walking," "Running,"...
Here's a slightly cleaner code where I eliminated a line by putting the create timer event on the same line as creating the block id's.
What I'm hoping here is that by shaving off all the...
Set counter to -> Joystick 2 -> Direction -> Right Stick Direction
That not working?
This is very similar to your Mario 3 match game when it comes to the list object. It's a toughie, so I put something together, but please ask some questions so you can better understand these...
I think the lower analog buttons are controlled by Right Stick Direction. The xbox controller is a bit deprecated, that's why that sounds weird. You'll get different returns from newer controllers,...
I could be misunderstanding, but the Joystick object is for Joysticks.
Touchscreen controls are no different than mouse-clicks. Just create active objects for your buttons and set your conditions...
"Point of View" is the d-pad. Are you using a 360?
JoyToKey is the safe way out to cover your bases.
They can vary depending on the controller brand, but you can make a counter that is Always set to Last Single Button Pressed to map your button number codes.
Fun, but don't overlook Tendro's solution - it's by far the most dynamic:
Set Counter to ( ( value( "Counter" ) + Random(9 ) ) mod 10 ) + 1
You can also use the width and height of the object to not worry about changing the code when you change the size of the object:
Set X Position to XMouse/OWidth("Active")*OWidth("Active")
Yes, B, the workarounds are possible, but we're talking about a whole new way to detect collision with the upcoming release of CF3.
Simon, thanks for looking at the idea. It's appreciated!.
Yes. This. Amazing.
Snail, I think the problem is that the jump isn't responding when he's too close to the edge of a platform.
I assume you don't want to simply increase the size of the lower detector because then...
Hmm... this might be a problem with the older version. If you're right, it sounds like a hiccup from mmf2 they fixed in 2.5. But OP has registered 2.5 Dev, which I don't have, so maybe it's a glitch...
Sounds that aren't being used anywhere in the event editor are removed automatically from the data elements when you save and reload the application.
Not to be insulting, but I don't think you know what 16-bit means. It has nothing to do with the size of the sprites.
16-bit referred to the processors in the 16-bit consoles, which affected the...
Last time I heard this number, it was 2^16 = 65,536
Ha! Nailed it!
View -> Toolbars -> Customize -> Keyboard Tab
Category -> Insert -> Ctrl+H -> Assign
Thanks, DavidN, you just added hours to my life!!!
Still can't find anything for OR,...
I agree there should be a hotkey for everything you can right click on a command and see - would speed up everything.
Undo, Redo, Cut, Paste, and Copy all have hotkeys (probably following in the...
Having unlimited/un-organized global values creates problems of its own though. Mainly how hard it is to find the reference point. I would say it's more than an inconvenience. As a rule, I don't use...
Thanks for the responses. It would be nice for an engine or a widget to not need to suck up another variable for this.
It would be useful for timers, especially, like you said, with the 26 limit....
This really belongs in Paid Design & Development Requests.
Unless I'm misunderstanding, not the initial as in "A, B, C," but the value that I set it at in its properties. Like, if I were to set "Alterable value C" to the value "3", but then in runtime change...
Hmm. Seems like a simple thing, cool you're on it.
Anyway, Aibahm, welcome to the forums. To help with problem 1, check out JHale's widget for variable jump height that he made a couple months...
Yes, I misunderstood after I re-read it. That's why I deleted my post. Is there a workaround by setting the acceleration to 0?
I've never tried this, but it might come in handy now. Is there an expression that retrieves an object's initial "start of frame" value?
(I don't need a workaround, I'm currently setting a global...
That number also includes multiple instances of the same object, btw, each with its own "Fixed Value." So, if you had 15 instances of "Active," they would each have their own unique "Fixed Value,"...
Will comparing the number of objects to 0 not work?
Ah I see. So it still needs to evaluate the condition, but it won't run the loop. In that:
-> Start Loop NObjects times
should be the same as
If NObjects > 0
-> Start Loop NObjects...
Does it tax the system to run a loop 0 times?
That's exactly what I was thinking, but I was having a hard time putting words to it - something in the object editor that goes alongside/on top of the actual image. A third tab next to frames and...
LOVED Off-Road (Ivan Stuart's on the NES IIRC). First game I ever played that was 4 player.
No, that's right. But I was also hoping to have some sort of "hit area" that could maybe be smaller than the object itself. I've found in good game design the hit area of enemies should be smaller...
I know all the workarounds, but are there plans to add a "collision with box" mechanic for active objects and not just backdrops in CF3?
Yeah, man, I think an array is a bit too much for this. Here's a quick and dirty with sensors that might give you an idea of another approach:
Double click the bar or check "floating" to free the window, then drag it around a bit until some arrows appear. Hover over one of the arrows to dock the window in various positions. You can also...
-> Set object to frame 1
If character is overlapping object:
-> Set object to frame 2
Super dirty, but here's a ... something... with ladders.
Oh, sure it's possible. Here's an example using Schrodinger's explanation of create object/paste into background. Might get you started.
Here's a quick example of the surface object (based on Anders Riggelsen's stuff). Looki's surface object is pretty simple, but there's a lot it can do so it's easy to get lost.
Use two conditions in the same event line
If A > -1
+ If A < 1:
And reading back, as Snail pointed out, a very common use for spread value is to use the ID's of the objects to place the instances on different parts of the screen. Depending on the situation, I...
Sure. There are a lot of smarter people on here who probably know a lot more about ini++ than I do, but here's what I do:
Stick an ini++ in every frame. Check "Global Data?" and name the "Global...
There are workarounds with global values, but I'd go with the ini++ object to carry info across frames.
Snail... that's awesome. Thank you.
You could use a timer delay that starts when the user clicks the button.
User clicks button:
-> Begin animations
-> Fire event "NextFrame" after 05"-00
On event "NextFrame"
-> Jump to Next...
It's true, the primary function was for addressing individual instances of an object. ForEach does this now, but I could still think of a lot of reasons to use it.
Imagine you had 3 tanks and 3...
MIA... hope he comes back someday and finishes Project Mastermind/The Way Back. His art style is amazing and the gameplay is fierce. *Jealous*
Project Mastermind WIP
If you see a resume from "Ziplock" for Rope, Soap N' Dope, please discard.
Marv's is pretty ok, but old. Mute is your friend :)
Just about everything is super easy to figure out, but I'd pay...
Dropping your poor, unsuspecting warehouse workers into an alligator pit? Maybe some flesh eating acid? ;)
I'd start with Marv's. Is there something other than his example that you're trying to...
OK, well, I'd start with my example.
Switch to character 1:
-> Change Global value A to 1
Switch to character 2:
-> Change Global value A to 2
If Global value A = 1
-> Center window...
Is this what you're looking for? I don't fully understand I think.
Funny you mentioned nivram's site and he replied :) His site is invaluable.
I learned tons from ThatGuyOverThere123 on YouTube.
Hmm. I called "active 10" tines, because of the forklift tines.
Does your code in the group "Launching Bullet" look like this? I might not be understanding.
Hey, no problem. I like what you're doing with fusion.
Here's a slightly better way that gets rid of that timer event, just by switching the "pickup" code and the "launch" code.
Try these changes in your event group "Launching Bullet."
Upon pressing spacebar
+ "Tines" is overlapping "Bullet"
+ Internal flag 1 of "Bullet" is off
-> Toggle internal flag 0 of "Bullet"
Mouseover has been buggy in 2.5. I'd recommend a bug report.
In the meantime, don't use direct actions for your mouseover conditions, rather, change some variables and have the results come from...
Nice grfx. I would never work in your warehouse :)
Only bug I found is in the main boss. There's nothing telling you to press C to launch the box (I had to look at your code), which made me want...
Yep, adding that limitation to line 9 fixed it!
As for the spacing, I was looking for a way to sort and center the cards based on the card dimensions, the screen dimensions, and the desired...
I've been having a lot of fun with this code, and I've been trying to make it more elegant. I've set it so you can add your rows and columns to the engine object, which will populate the list object...
Ah, sorry if this is frustrating. Only thing I can think of is I used to get random results where I had to cut and re-paste when I was running on Win7. If you have the latest build installed and...
You should be able to simple say:
Protagonist collides with door:
-> Make Protagonist invisible
-> Change Door animation to "Protagonist Animation"
Shouldn't it look like this:
""C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" + "google.com""
Timer is sketch if you're not really careful. Is this how you're coding? My guess is when you're deleting every line in the group and recoding, you're reordering the lot which prioritizes it.
Hope you guys don't mind me butting in, but I've been following this thread 'cause I think the code is kinda neat.
Emerson, a few errors I found in the way your code differs from Schrodinger's:
You can make an active object instead of a backdrop, then at runtime:
Start of frame:
-> Object - (Manipulate object)
-> Object - Animation - Paste image into background - (set parameters)
Different for each situation, but the downside is without a collider object, you can only end each frame with one animation in 32 directions. Imagine a scenario where your directional keys interact...
Quick and dirty way is to make an invisible, square "hit test" object that interacts with your environment, then just attatch your character sprite to that. This will give you more breathing room to...
Hey, no problem. Nice graphics.
Upon pressing R:
-> Start loop "reload" 60 times
On loop "reload"
+ Clip counter < 60
+ Reserve counter > 0
-> Add 1 to Clip counter
-> Subtract 1 from Reserve counter
I've always had little hiccups "restarting current frame," but "jump to current frame" has always fixed them. Have you tried jumping to a blank frame and jumping back as a cheap workaround? This...
Here's a Pretty Old Video from thatguyoverthere that will help you with the chain. From there, the head should be pretty simple.