Unless there already exists a thread with listed iOS problems I thought this one could be used to list general issues.
End users have reported many cases of the load screen freezing on iOS...
Type: Posts; User: Vilhjalmr; Keyword(s):
Unless there already exists a thread with listed iOS problems I thought this one could be used to list general issues.
End users have reported many cases of the load screen freezing on iOS...
Hmm, perhaps you could store an array on your server in a php or javascript file in which you store progress. Paring the data with players would still require a registration system since there is no...
Now I'm at a loss since I discovered it has nothing to do with either the virtual height or the layers. Any html5 project freezes when trying to jump to my specific frame. I don't know what it...
Okay, the problem seems to be that any frame that uses more than one layer in the layers toolbar is inaccessible through a freeze. Can anyone verify this?
Hello! I'm working on my first browser game and I have run into some issues.
First of all I noticed a bug, since the bug tracker is closed for the moment I'm leaving it here: line 24 in the...
By granting access to the game through account registration player progress can be saved in a database. Use the get object in fusion to fetch a progress string to parse when the player is logged in...
Yes, that's what I came up with after trying different things out. I know there are a lot of extensions that handle files, but perhaps not in this way.
Is there a way to check for certain properties of imported image files? For example, I'd like to let players use the "load frame" action with active objects but first check for the height, width and...
Much appreciated that you made this example, I will save it if I come across the need for it APM again. I did however manage to set up a noded path movement using multiple objects and collisions...
I can switch between different paths (multiple movements) using anything BUT conditions relating to path movement or fast loops/events triggered by path movement conditions.
I looked into that and the documentation is horrible plus it seems to have problems with higher resolutions and android(?). Maybe I have to dive for proper examples..
In the mean time I'm...
You can have them both turn only if their flags are active if you use a forEach loop on the group when they collide.
Something like:
On each one of "Group.Enemies" loop name "checking collision"
+...
I'm making a simple Super Mario type overworld using path movement. Instead of using more advanced objects for this my idea was to just have several objects with unique paths take over for each other...
Actually, on closer inspection I still have the same problem. When adding more nodes the object still halts at different nodes than intended. Can this be overcome by storing node names in alterable...
Yes twister, it seems to work fine now. Strange how it worked like a charm with single clicks like 4-5 times before it started halting at random nodes.. Anyway, thanks! :)
I recently decided I wanted that type of Super Mario overworld movement so I tried using the goto node action. There seems to be a bug hiding somewhere because after walking back and forth between...
This is what I meant, round hit boxes seem to neutralize the bouncing a bit.
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Would it not work with having just a hit box for the base of each object, layer them after y-coordinate and maybe use flags to avoid bouncing?
Okay, it was an issue with the order of my alterable values in the dog object. It all works as intended now! :D
Now I've managed to redo the whole thing to use visible / invisible counters that are created with the enemies and so far there are no problems with unpaired ghost counters, thank you Janette5!
...
Do all enemies register hits when you play it? For me it's just one enemy at a time that registers collisions with bullets and all counters display the same values even though they are paired to...
I got the positioning working with
Enemy (value) = Fixed (counter)
Set X
Set Y
The pairing for each counter seem to work, but I'm really confused as to why only one enemy registers hits now,...
So assuming I'm stuck using valueless counter all I can do is to change the conditions from Fixed (counter) = Value (Enemy) to Value (enemy) = Fixed (counter). This has solved problems for me before...
One interesting thing I notice right away is that my counter objects lack the values tab in the properties..
I assumed that counter objects didn't carry alterable values so I always paired it using...
This sounds like a good idea and I've started to implement it in my existing code. I create a counter for each enemy, pair it and make it visible when counterCool > 0.
I've tried various ways with...
Yes, I tried it
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Yes, it's the grey counters that are the problem. They are only created in one collision event that is now outside any loop. Since the "ghost counters" all appear without having a fixed value pairing...
I have removed all the constant loops and instead set them to run only on collisions and if number of counters > 0 etc and I think it works a lot better. I also reordered the bullets to be destroyed...
..and as the video shows the ghost counters show up while damageRoll is on. They must somehow have been created without the Fixed->damageCounter pairing taking place since they don't follow any enemy.
My issue is with the counters showing up where they are not supposed to ("ghost counters"). I have no idea of how to fix it and keep the over all mechanics.
A counter is created the first time a...
I'm not sure where the appropriate place to keep the destroy event would be but I moved it further down.
I commented a bit on the lines dealing with the damage counters (group "enemies - hits")...
Yeah, I removed that line because it destroyed all my counters. I was trying to remove any counter that did not have a live object and since counters don't have alterable values the relation had to...
I've posted about my problems in another thread but I figured I should make a new one.
I have a shooter game where I want damage counters to show the total damage taken by enemies. These counters...
GamesterX23, I tried what you said.
I switched the cases in first all, and then just some of the lines but it broke the overall functionality.
Thank you for making the .mfa, I attached a vid of...
"Stay Marker = Fixed
to
Fixed = Stay Marker"
That did it, thanks!
When I remove the for each they all stack upon the last marker. My dogs are created on the correct place but I need them to...
I have a weird problem trying to position objects that have been created and paired through loops.
I have managed to create a dog owner and three markers that serve as invisible reference points...
If I understand you correctly, by states you mean "falling", "climbing", "floating" and so on, then you should get into working with flags and alterable values. There you can determine what your...
Another one, I just can't wrap my head around these.
Even though the pairing ID->Fixed works then creating the objects only 1/3 of the objects behave correctly.
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Maybe this thread could be renamed the "official loop scope issue" thread? I have another one that I've been struggling with.
I have a shooter game where I want damage counters to show the total...
I solved it by switching from replacing color to changing animation, might be an issue there.
Here I use a loop and set "percent" to object width instead, same result.
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I have come across a related issue dealing with scope in loops. When I'm creating player objects such as "army units" I want them to have a base object, a skin object and various stats. I can create...
Hello!
What are the best ways to save player progress in a browser game?
"The timer starts at zero and increases by one every thousandth of a second"
I want to move an object 1px (for collision detection) with adjustable speed using the timer's calculations but I get...
Tack ska du ha! :)
Is it possible to loop forEach on a group of objects to find the total number of a certain flag active in the group at any given time?
For example 10 objects out of 15 have flag 1 active right now.
Thank you very much for your input Janette5. The deploy loop works fine now.
For the second one I made a "cool down" meter using two alternate values on the grouped objects to make them fire at...
Yes, obviously I've been overcomplicating things here. I wanted to avoid repeating lines as I don't know how many strings/units that will be used. Another thought was to keep the HP of each unit in...
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Maybe that one will work better.
The idea with using global strings is that the player has the party (rpg style) stored globally across frames.
As it is I seem to have problems with...
I'm fairly inexperienced when it comes to Fusion and I have just started working with groups and loops.
Right now I'm trying to build a way to spawn a squad of units from data in the global strings...
Does this suggestion work equally well on groups?
I'm still learning about the antics of fusion and here I'm destroying skins after they have been created to see if it works.
I can see that the...
I want to use a loop named "is overlapping" for each object to see how many of them are overlapping the the moment.
So I do this:
Always
= for each "group.object", loop name "is overlapping".
...
I will try it out, thank you.
This does the job except for when just clicking an object, it's positioned at 0,0. I bet it's quite easy to get around though.
Janette5!
This is a great solution. I don't know why but I had my mind fixed on having the user click-and-draw, mainly for feel. I will go along these lines in case I can't figure my specific...
Here's an example of what I had in mind.
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What I'm missing here is having object 2 resume its original position after object 1 has moved through to object 3, as it is now the objects...
Some problem solving for the experienced users out there.
Imagine having an inventory of items or a sliding block puzzle where the pieces are placed or switched using the mouse.
When the...
Excellent solution, thank you!
Are you using "Launch an object"? If you are just creating it at an event you have to define a lot of its behaviors yourself.
Also, if you want to program your own movement you should also set...
What if we want the lowest value out of an unknown or alternate number of values?
In my case I have objects with one standard and one collective speed value. The collective speed value is supposed...
This is what I'm facing, but with two controllers of the same type:...
Hello
I'm trying to make a local coop with joysticks for two players. I'm using the joystick 2 object and it gives me problems when using the second controller. In this example I have two objects...
Hiyall!
I'm just getting into implementing a joypad into my game and I get some weird result the first thing that happens. I have tried this for both the Joypad object and the Joystick 2 object...
Thank you very much! Never having worked with angles or scaling before I overlooked the possibilities.
Hello there.
I'm having an object change animation and start rotating by changing its movement to "physics static movement" and setting "rotating speed".
What I want is for the object to resume...
Hiyall!
I had no problem making an infinitely scrolling background using the layer object. But what if I want to have stationary active objects that also wrap horizontally like in Defender?
Is...
I had to reinstall Windows and thus also my JDK and SDK, the SDK works fine but the JDK gets me error messages when trying to build and run!
This time I went with JDK1.8.0_66 and it doesn't work,...
This might be a simple one;
I have three identical objects that are set to follow the mouse on the X axis (stationary on the Y axis).
But of course they overlap each other and soon enough only one...
Sorry for my late reply!
It doesn't crash when the loop is off, however the bugbox seem to be facing difficulties at the moment so I can't file a report :/
I will try to manage the movement...
Clicking fires a small bullet aimed at Y,X(mouse) from Player object. The game uses the accelerometer so it must be played on a phone. It seems to freeze during excessive clicking or multi-touching....
I have tried my game on two different Android phones and get the same result. While running everything's fine, objects spawn every 1 second to a high number without lag or any other problem. But when...
Thanks guys, you made my day. I got to where I wanted with only two conditions! Superb :D
Interesting, an example would be very much appreciated! Thank you!
I have a hunch I might be missing some of the fundamentals when I'm writing this. However somebody might give me advice to better myself.
While trying to make a "Rotate towards the leader" vector...
Does anyone have problems with the Build & Run? When I try it nothing happens and I have to unplug the phone, ctrl+alt+delete to close fusion (which freezes after the green bar is full), install the...
The app runs correctly after installing, but Fusion still freezes and won't install and run it automatically.
I noticed two ADBs running in the task manager while installing and cancelled one, then...
I will try what you guys mentioned and get back to you, thanks!
I have the following problem; when clicking "build & run" the app gets download to my SD card, but not installed and started. Fusion then hangs and I have to ctrlAltDelete and restart it, unplug my...