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  1. For everyone saying there is no way to use source...

    For everyone saying there is no way to use source control in Fusion, this is somewhat false, but you have to think outside the box and change your work routine a little bit.

    Set your game up as a...
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    Instead of on Steamworks then, but in Fusion...

    Instead of on Steamworks then, but in Fusion itself, have you given the application a name in its app properties > About section?
  3. Without seeing what the events are in Line 12, my...

    Without seeing what the events are in Line 12, my instinct is that Fusion could be waiting for the timer to catch up to run that event, but it's more likely something in the event itself that's...
  4. Try switching the Windows exection level from Run...

    Try switching the Windows exection level from Run as Administrator to None.
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    You have to name it on the Steamworks website.

    You have to name it on the Steamworks website.
  6. You'd have an invisible block that can call...

    You'd have an invisible block that can call scripted events when you collide with it. Then in the array you'd call the specific scripted event to a certain number, and compare to the event when that...
  7. It may just be the timer. The timer itself is...

    It may just be the timer. The timer itself is weird, since it's looking for X/100 and the default framerate is 60. Since 60 doesn't go into 100 evenly, it tends to be a little quirky. I'd recommend...
  8. You'd need to find some way to apply individual...

    You'd need to find some way to apply individual values to those duplicate objects. For some reason my instinct says to make a counter and set it to a value. Place that counter on top of the object in...
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    It sounds like you're looking for RGB...

    It sounds like you're looking for RGB Coefficients, under Effect. My advice is to setup the assets, like your waterfall, in grayscale, and then apply the individual RGB values to them.

    The main...
  10. Drag and Drop is super easy to do without having...

    Drag and Drop is super easy to do without having to change the object's built-in movement system. Especially since you're using a Clickteam system instead of a custom one, you shouldn't have to worry...
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    Aye and I happen to be one of those people. My...

    Aye and I happen to be one of those people. My current plan is to ship with a decent number of tiles and ideally add mod support for tilesets down the line when an elegant and cross-platform solution...
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    What about external tilesets? I know there's the...

    What about external tilesets? I know there's the Load Frame function, but it seems like that'd only be good for one image at a time, and it doesn't have a crop function. Could be a pain in terms of...
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    Scaling is always done with Bilinear...

    Scaling is always done with Bilinear interpretation, if I'm remembering correctly. This means Fusion will perform a simple blur between the edges of each pixel in order to fake the look of smoothness...
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    I've noticed Fusion isn't particularly pretty...

    I've noticed Fusion isn't particularly pretty when V-Sync is off. Lots of screen tearing and framerate drops. Maybe it's better at forced higher framerates or coding in some way to have a totally...
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    Yes please show the results! The advice I gave...

    Yes please show the results!

    The advice I gave was to split the blood up into multiple objects and scale them differently in the code, however if you are happy with the results of one smaller...
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    I would create a temporary object where tiles are...

    I would create a temporary object where tiles are painting, and then when you let go of the mouse button, run a For Each loop on those temp objects. Call it "placeActive" or whatever. On that loop...
  17. Learn basic Arrays and the File Object. When you...

    Learn basic Arrays and the File Object. When you have those down, you'll be able to store massive amounts of data to create almost any level you can think of. Then you can go forth with that...
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    Sticky: RIP my hack of using movement numbers to store...

    RIP my hack of using movement numbers to store alterable values on strings AAAAAAAAARRRRRRRRRRGGGGGGGGGGHHHHHHHHHHHHH so much time wasted.[/COLOR]
  19. I was in the same boat for a while. There had...

    I was in the same boat for a while. There had been some demand to build a level editor for our game, but it wasn't something I was really keen on doing until one of the programmers we were mentoring...
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    Sticky: Believe it or not I use this system in Mondrian...

    Believe it or not I use this system in Mondrian for one very specific purpose: particles. Since the game has to make quite a few particles, which come in multiple shapes and with animations, and I...
  21. I get this too when I go to build, but oddly,...

    I get this too when I go to build, but oddly, only the first time. When I try again it build just fine. Very odd. Seemed to start when I switched my file over to a Project from just a single MFA.
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    Sticky: Volnaiskra What a nightmare! But... I think we...

    Volnaiskra What a nightmare! But... I think we can optimize it. It'll mean more objects, but less work. Here's my idea:

    When an NPC or other Active that requires this movement system is created,...
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    Oooo that could do it. Is that a full size...

    Oooo that could do it. Is that a full size graphic? My instinct says that could very much be the culprit if it is, but based on how you have it designed, it can be done a lot more cheaply.

    Instead...
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    And if you're zoomed in far enough, that green...

    And if you're zoomed in far enough, that green shouldn't show up at all.
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    It sounded to me like the goal was to zoom in on...

    It sounded to me like the goal was to zoom in on a Frame that wasn't any wider or taller than the screen resolution and still do a screenshake. May have just misread it though.
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    A few elements that can commonly cause slowdown...

    A few elements that can commonly cause slowdown include:

    • Lots of very large graphics (over 1024x1024)
    • Instantly creating multiple objects in a single frame or loop iteration
    • Scaling or...
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    I don't have the zoom shader installed at the...

    I don't have the zoom shader installed at the moment, but my instinct says to apply the shader to the layer instead of the whole screen, and shake the layer instead of changing the camera position.
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    I wouldn't run the Close Archive command until...

    I wouldn't run the Close Archive command until you've gone down through the whole list. So start with Create New Archive, add the files to the list, and run a loop the number of list lines times +1....
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    You may have to use the List object as well, and...

    You may have to use the List object as well, and load the file list from that folder into it. Then run a fast loop for the number of lines in the list, and archive the file at each loop index line...
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    Alternately if you need the area outside the ring...

    Alternately if you need the area outside the ring to not be clickable, you can create an object that follows it around that is just a circle, use that to detect clicks, and make it Invisible.
  31. I could absolutely hit over 1000 actives...

    I could absolutely hit over 1000 actives generated in my game (yay level editors with a stamp), but I don't have anywhere close to 1000 object types, let alone 2000. Obviously any boost in object...
  32. It sounds like some of these issues could be...

    It sounds like some of these issues could be solved with a simple texture shader and changing the angle of the object instead of prebaking the texture onto a rotated animation frame (I'm guessing...
  33. Is there a way you can optimize that? For...

    Is there a way you can optimize that? For instance, take static props. Can you put all of those onto a single active object with a 0fps animation, and store an alterable value that'll be used to not...
  34. It's probably even further out, and a lot more...

    It's probably even further out, and a lot more work, but it sounds like a bit more direct control over Backdrop objects would alleviate the problem, specifically being able to Create Backdrop, and...
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    Yeah try Destroying the object once you don't...

    Yeah try Destroying the object once you don't need it anymore. Theoretically you only need one active object, but then just Create a second one at runtime, give it a higher ID alterable value, and do...
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    Angle and Scale on the Layer object would be a...

    Angle and Scale on the Layer object would be a godsend. Consider me an early adopter and happy beta tester if this ever happens.
  37. I just tend to keep my Always events toward the...

    I just tend to keep my Always events toward the top of the code so that they get executed first, but in terms of keeping things organized I can see where green Always events would come in handy, just...
  38. My vote is for OBS or, if you're on an NVIDIA...

    My vote is for OBS or, if you're on an NVIDIA graphics card, ShadowPlay.
  39. Could be an ordering function? They might be...

    Could be an ordering function? They might be there but depending on when they're created, might be getting covered up by the icon frames.
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    Checkboxes/Buttons can store Alterable Values....

    Checkboxes/Buttons can store Alterable Values. Create an Alterable Value on each checkbox that corresponds to the counter next to it.

    If the Checkbox is checked, set the Alterable Value to the...
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    Try setting an Attack flag on the character when...

    Try setting an Attack flag on the character when you press the button instead, and when the Flag is on, play the animation. When the animation is finished, turn the flag off.
  42. In the Workspace toolbar, click the name of the...

    In the Workspace toolbar, click the name of the MFA. Go to Runtime Options. Check off "Run When Minimized." See if that does the trick.
  43. I don't think so? I vaguely recall it was m...

    I don't think so? I vaguely recall it was m something something dot dk, and had like a voxel art logo, but I may be confusing it with something else. My brain is shredded lately.
  44. Trigonometry functions. There's a website out...

    Trigonometry functions.

    There's a website out there with a huge list of trig functions and other neat tricks for CF2.5 (though created for MMF2). But somehow my Bookmarks did not transfer over to...
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    I used the Layer object to make a sliding menu in...

    I used the Layer object to make a sliding menu in my game. Depending on the complexity you'll need a few/several different layers, and I recommend keeping track of them on a separate Active object...
  46. itch is known among developers but not so much...

    itch is known among developers but not so much among gamers. I love the site but if I have one criticism it's that they are terrible at promoting themselves and the games to average consumers. There...
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    Hi. XDXDXDXDXDXD

    Hi. XDXDXDXDXDXD
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    I just updated my game yesterday to use a...

    I just updated my game yesterday to use a project. I've got one MFA that's kind of the parent project, and contains the individual frames, also saved out as separate MFA's. Then ideally I can...
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    At this point I'd consider it necessary. With WAY...

    At this point I'd consider it necessary. With WAY more than 4 buttons per gamepad these days - not to mention Z triggers, motion controls, and dual 360 degree analog sticks - that's basic QOL stuff...
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    I used to have problems with triggers in that...

    I used to have problems with triggers in that Xbox One controllers would cause the player to always move left, while 360 controllers were fine, due to the difference in how triggers were read (Z...
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    Fascinating. I wonder if it's maybe still worth...

    Fascinating. I wonder if it's maybe still worth implementing a control UI users can select in the Options menu, but default to automatic overrides for just a few specific cases. Unfortunately testing...
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    Are you running your Dualshock through...

    Are you running your Dualshock through DS4Windows, InputMapper, or just on its own? I could see how if it's going through an input emulator that it'd read the device as more generic, or vice versa,...
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    Update: Found it. ...

    Update: Found it.

    https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt
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    List of Joystick 2 Device names

    I have a curious conundrum. I'm interested in creating a dynamically-changing UI for my game, where the style changes to match your currently-held controller (based on latest input). The idea is I...
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    Or I suppose you could run the top-level...

    Or I suppose you could run the top-level application as one big, complex sub-app that always pulls from the updated MFA's...
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    That's what I was thinking. You'd still have to...

    That's what I was thinking. You'd still have to tie everything back together manually, but it would be a lot easier for, say, letting one team member work on the game, one team member work on the...
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    Is there an advantage to using a project? For...

    Is there an advantage to using a project? For instance, if I were to split my MFA up into several, and tie them all together into a project, would that make version control via Git or SVN more...
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    There is the Edit Box, which I believe is...

    There is the Edit Box, which I believe is available in all versions. Otherwise you can create a custom text box with a background rectangle and a String, with an edit box outside the frame; force...
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    Oh. Neat! Good to know, thanks. ;D

    Oh. Neat! Good to know, thanks. ;D
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    Essentially you'll want to create a Flag on the...

    Essentially you'll want to create a Flag on the player object called something like "Move Direction." Then, you'll assign a direction to each Flag state, like:

    0 = Right
    1 = Left

    When you...
  61. Hi RichC. I would avoid doing this if I were you....

    Hi RichC. I would avoid doing this if I were you. The average user will have no knowledge of how to convert the file back to an EXE, and these services will likely flag you as a malware distributor,...
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    I'm guessing this also means any apps exported...

    I'm guessing this also means any apps exported FROM Fusion for Mac are getting killed off too?
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    Is that coming up? I know Alterable Value count...

    Is that coming up? I know Alterable Value count was bumped to 255 and it is so very absolutely incredibly undeniably much appreciated!
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    Wow that actually worked! Thank you! I feel...

    Wow that actually worked! Thank you!

    I feel like that needs to be something that's baked into Fusion's backend somehow. Really weird but good to know.
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    Disappearing Animation Not Playing, 2.5+

    I've found a few threads on this from many years ago, but it seems to be an issue that was never fixed. The issue is that the Disappearing animation doesn't seem to play on anything but...
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    An online Click Convention would be awesome where...

    An online Click Convention would be awesome where we can show off trailers/gameplay in a livestream (and maybe have links to demos for people to check out), dev interviews, engine updates, etc.
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    Tell me about it! Vector would be a much easier...

    Tell me about it! Vector would be a much easier route to take for my current game, but alas, tis a raster engine.
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    If there is, I haven't found it, but it'd be...

    If there is, I haven't found it, but it'd be extremely useful if there was. For now, I recommend creating objects at a few different sizes and swapping between them as animation frames/directions as...
  69. As far as I've been able to tell, the Steamworks...

    As far as I've been able to tell, the Steamworks object won't access Steam data unless the application is run through Steam itself. Make sure you have the right AppID implemented and try running the...
  70. The "Collision" event is immediate, much like a...

    The "Collision" event is immediate, much like a fast loop. Conditionals under it are reliant on it being the only top-level conditional, and will trigger as soon as it happens. This goes for any...
  71. Yeah I noticed when I upgraded that RAM usage...

    Yeah I noticed when I upgraded that RAM usage suddenly dropped to like 25% of what it had been. Kind of incredible.
  72. Check out Looki's shader pack:...

    Check out Looki's shader pack: https://clickstore.clickteam.com/libraries/shaders/looki_mega_shader_pack
    My recommendation would be to create a layer that's going to house all the objects you want...
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    Sticky: Video is finally live! ...

    Video is finally live!


    https://www.youtube.com/watch?v=wbNK6P2Nok0

    And here is a blog post to go along with it:...
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    Sticky: Just a quick update, thought I'd show off...

    Just a quick update, thought I'd show off Mondrian - Plastic Reality on a Ryzen 5 2500U mobile processor, and what it's capable of when it comes to Fusion 2.5+.

    Spoiler alert: quite a dang bit.
    ...
  75. To be fair there are a lot of functions I wish...

    To be fair there are a lot of functions I wish strings had, even alterable values (though there is ONE hack you can use for this, it's pretty lolzy, but you'll have to find it for yourself). The one...
  76. Damn that's a lot of effort for one title. I can...

    Damn that's a lot of effort for one title. I can say that in the span of less than a week I was able to optimize my game to the point of using only 80mb of RAM on average. Had been 300, and was...
  77. Maybe YScale? I've never tried getting the the...

    Maybe YScale? I've never tried getting the the actual width/height of a string object before but I know OHeight and YScale are the two functions to grab heights.
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    Hey Yves, great news! The microsecond update...

    Hey Yves, great news! The microsecond update fixed the randomization problem in my title. You rock!
  79. In case the above doesn't help, my instinct is to...

    In case the above doesn't help, my instinct is to give the player a Flag, call it "Walking," and when you click on a location, set the player's "Walking" flag to on. Then, if the player's Walking...
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    No problem! I have bigger bugs to squash before...

    No problem! I have bigger bugs to squash before then, but thank you for your help as always, Yves!
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    In my case the more random, the better, but it's...

    In my case the more random, the better, but it's probably different project to project. Everything multiplies together in this game, so for instance, it'll choose what level to load (Random(Number of...
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    Random Numbers & v. 292 or Fusion 2.5+

    I've started to notice something very interesting since upgrading to 2.5+ the other day. My game is highly reliant on random number generation, using it to select which level file gets loaded, what...
  83. You've got it right with method 2. You call the...

    You've got it right with method 2. You call the loop once and then do all the things that make up the individual conditions.

    I have in fact noticed some performance gains from using child events,...
  84. The "community passport" tab up top.

    The "community passport" tab up top.
  85. Fun. Here goes nothin'!

    Fun. Here goes nothin'!
  86. Has anyone tried the new "Preload Image"...

    Has anyone tried the new "Preload Image" function? I think it might benefit speeding up loading background images, which are already loaded externally via a Load Frame function, but I can't figure...
  87. My bad, the 16ms (and 11ms this morning, for some...

    My bad, the 16ms (and 11ms this morning, for some reason) is the top-level frame time. Individual "Events" are only 0.001ms-0.004ms on average, sometimes maxing out at 0.019ms if a fast loop has to...
  88. Here are my findings so far: The profiler is...

    Here are my findings so far:

    The profiler is going to be the most invaluable tool imaginable. It seems like my game is already very nicely optimized, though, with frame loading now taking less...
  89. Instantly upgraded Mondrian into DX11 and it's...

    Instantly upgraded Mondrian into DX11 and it's running amazing. The improved look of Fonts, even Arial, is a sight for sore eyes. Already going through and consolidating events I've had in this game...
  90. No I did, I meant literally in the event editor...

    No I did, I meant literally in the event editor interface how do I create a child event, but I figured it out.
  91. DirectX11 mode literally just cut at least 3...

    DirectX11 mode literally just cut at least 3 seconds off of every level's load times, and they were already only 2-3 seconds minimum. :O

    Um quick question how do I create a Sub Event? Lol
  92. WOOO!!! Thanks Yves! And thanks to you and the...

    WOOO!!! Thanks Yves! And thanks to you and the whole team for the hard work! Enjoy my money. :P
  93. What's the word, hummingbird?

    What's the word, hummingbird?
  94. They are likely trying to coordinate with Steam...

    They are likely trying to coordinate with Steam launches, which I believe happen at 1pm Eastern time. So about two and a half hours to go. Make backups in the meantime.
  95. Soooooooooooooon™

    Soooooooooooooon™
  96. Somehow my wish came true. I'm freaking out over...

    Somehow my wish came true. I'm freaking out over here.
  97. I know, that's why I specifically said "named."...

    I know, that's why I specifically said "named." Alterable Value 63. is about as useful as Flag 63 back before 2017.
  98. The only thing I would want more than custom...

    The only thing I would want more than custom qualifiers is more than 26 named alterable values per active object.
  99. Me too. I thought he took his channel offline but...

    Me too. I thought he took his channel offline but then I see it's up but he hasn't made a new video in a few years. Heck, some of em are even out of date, like the "Don't use Flags cuz you can't name...
  100. Nicely done.

    Nicely done.
  101. What you're looking for is an Array. Arrays can...

    What you're looking for is an Array. Arrays can store numerical or text data, and are very easy to work with once you get the hang of them. You can't name the individual cells in an array, but you...
  102. For functions like this, one thing I would...

    For functions like this, one thing I would recommend is to separate out the individual sprites that you want customizable: shirt, shoes, hat, etc. Save each one as a white sprite (gray for shading)....
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    Without looking at the MFA, my guess is you're...

    Without looking at the MFA, my guess is you're destroying the enemy first, then trying to teleport the player to his position. Because the object has been destroyed, Fusion doesn't have his position...
  104. Off the top of my head, run a Fast Loop each...

    Off the top of my head, run a Fast Loop each frame that sets a layer's coefficient to 1 (use the Layer object), then check the object position in that loop. If it's lower than 0, destroy it. Then at...
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    Ohhh I see it now. I was able to get it to match...

    Ohhh I see it now. I was able to get it to match up by having it look for XScale>0.25 (maybe adjust to 0.26 for a bit more visual precision), but for some reason comparing to OWidth is finicky. So it...
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    It works fine on my end, but it may be a CPU...

    It works fine on my end, but it may be a CPU issue. Try storing the X-Scale as an alterable value on the ball instead, and compare to that alterable value instead of to the object width and height....
  107. Day 2 buy for me, only because I'll be peddling...

    Day 2 buy for me, only because I'll be peddling my vanilla Fusion 2.5 game around PAX East on Day 1.
  108. Make sure what the counter is displaying is...

    Make sure what the counter is displaying is stored as an alterable value somewhere. If you want to round down when it's below 0.5, and up when it's above 0.5, you'll want to grab the Absolute value....
  109. Yeah what Julian82 said. As long as the object is...

    Yeah what Julian82 said. As long as the object is referenced in the conditional, Fusion will destroy them all. So if it's something like

    On Collision Object A and Object B, Run Loop "Destroy"
    On...
  110. I think they said sub-events can already have...

    I think they said sub-events can already have sub-events, if that's what you mean.
  111. The date/time object can only track time to the...

    The date/time object can only track time to the same degree as the default Timer, in "hundredths of a second." This is still dependent on framerate, and something detached from that is the ideal way...
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    Hey Danny! Curious about what the roadmap looks...

    Hey Danny! Curious about what the roadmap looks like beyond 1.5. Just off the top of my head, a few features I'd love to see:


    Install-type functionality that allows files to be moved to...
  113. Otherwise it could be a delta time function but...

    Otherwise it could be a delta time function but I've never used those much.
  114. I tested this method with a strobe effect and it...

    I tested this method with a strobe effect and it seemed pretty perfect to me. It's possible but unlikely that what you are looking for is the actual Timer functions. Like set it to Every 1/100...
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    Like Simon said, you'll need to trim your image...

    Like Simon said, you'll need to trim your image sizes way down and tile them. I'd recommend loading them in externally rather than baking them all into a single active object. Try cropping each 1024...
  116. See this is why I love Unity's term for the...

    See this is why I love Unity's term for the equivalent: Scene. As far as I know, Scene has no technological overlaps. So that would be very handy. I would personally call the area where you plop down...
  117. It will all lead here anyway, and most new users...

    It will all lead here anyway, and most new users will know + is an upgraded version, so that won't matter too much.
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    This is what the "Destroy" function is for....

    This is what the "Destroy" function is for. Objects can automatically get destroyed when they're too far from the frame, but this can be a gamble sometimes, so it's best to have a function that will...
  119. That is adorable! Aesthetically I gotta agree...

    That is adorable! Aesthetically I gotta agree with Sprayerdude220, that went from 0-60 super fast. Think about your target audience here, and maybe use some kind of more slapstick animation than full...
  120. You'll have to scope the shadows in some way so...

    You'll have to scope the shadows in some way so that specific ones can get destroyed when they need to be. The simplest solution would be to use active objects instead of backdrops, give the active...
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    316

    I'm pretty sure arrays don't have a limit, which...

    I'm pretty sure arrays don't have a limit, which is what makes them much more powerful compared to INI's. 3D arrays will get pretty big pretty quickly though, which may or may not be an issue...
  122. Replies
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    I'd recommend the other suggestion then, using a...

    I'd recommend the other suggestion then, using a list. You can then cull lines from the list as they get used, and either populate them into a second list to bring them back in later or you can store...
  123. Any extensions that worked in MMF2 still work in...

    Any extensions that worked in MMF2 still work in Fusion 2.5. There is a mode7 extension, but I'm not sure what benefit it has over the Raycasting object, or even Firefly.
  124. Testing some functions and realized the "frame"...

    Testing some functions and realized the "frame" action refers to the frame in the Frame List, not the number frame out of the framerate. I really wish Fusion used some different terminology,...
  125. You might be able to open it in the image editor,...

    You might be able to open it in the image editor, save it out, and keep your fingers crossed it saves to RGB, but my suggestion is to use Photoshop/GIMP/Paint.net to open and convert it.
  126. Awesome thanks!

    Awesome thanks!
  127. Hi Fernando, if I'm understanding this correctly,...

    Hi Fernando, if I'm understanding this correctly, you are saying that there's a framerate issue with window position scrolling when there are many background objects?

    And regarding the last part,...
  128. I know it was sort of in beta but it'd be nice to...

    I know it was sort of in beta but it'd be nice to hear what the plan is, and that it isn't just being dropped entirely. Seems a bit strange for it to just vanish from the shop without any...
  129. Yup, I've had my eye on that one!

    Yup, I've had my eye on that one!
  130. I was planning on building a launcher anyway as...

    I was planning on building a launcher anyway as the game is very reliant on both Read & Write functionality and we've had some trouble with users on heavily locked-down systems even writing to the...
  131. Exporter No Longer Available? Deprecated UWP Support?

    Quick question: I notice the UWP exporter has vanished off the Clickteam Shop. Is UWP support being added into Fusion 2.5+ by default? Is the exporter just permanently gone?

    Thank you.
  132. Crashes when I hit the button. XD Why do you...

    Crashes when I hit the button. XD

    Why do you not just store the Player_Name string as one string to the array, then add that to the Alterable String?

    Make sure the array isn't Base 1, and then...
  133. Will it be possible to set the rendering mode via...

    Will it be possible to set the rendering mode via an event? I would love for users to be able to choose between DX9/11 instead of having to save out two separate EXE's.
  134. Are you running any shaders directly on those...

    Are you running any shaders directly on those particles or other active objects? If so, try moving those to a separate layer and giving the layer that shader effect instead. I had the same exact...
  135. I need this upgrade like I need coffee in the...

    I need this upgrade like I need coffee in the morning.

    Very very much.

    Is it possible we'll get control over VSync back buffers in the event editor? This is something I'd love to let users...
  136. alxmrg So happy that worked! Yeah I'm not really...

    alxmrg So happy that worked! Yeah I'm not really sure why it's a thing. Probably just something to do with the number of times a shader has to be called more than what it actually has to calculate....
  137. Probably what you'd have to do is load the next...

    Probably what you'd have to do is load the next frame as a sub-application and then maybe use X and Y positioning to make it transition. I'm not sure, never really tried it.
  138. Addendum to above: this would run into the same...

    Addendum to above: this would run into the same issue, my bad. What you'll want to do is toggle the flag on, then after the events, toggle it off again. So it looks like thos:

    If counter == 0 and...
  139. Make sure to be checking in the conditionals for...

    Make sure to be checking in the conditionals for if the object is visible or not, otherwise Fusion will always do the second event. For instance:

    If counter == 0, Then Make Object Invisible
    If...
  140. Had a thread similar to this a couple weeks ago....

    Had a thread similar to this a couple weeks ago. Shaders take up a lot of horsepower, but interestingly, the fewer objects you apply them to, the better. The trick that helped my project out BIG TIME...
  141. Oof. The fact that this is having business...

    Oof. The fact that this is having business implications sucks. Very sorry to hear that!

    Let me ask you a quick question. How many of those direction animations are truly unique? For instance,...
  142. Well I'll be. I could have sworn that worked. It...

    Well I'll be. I could have sworn that worked. It works everywhere else.

    Hmm. I'll dig further tomorrow and see what I can discover.
  143. Even with instancing, you can usually get away...

    Even with instancing, you can usually get away with anywhere between 1 and 4 directional values, then use rotation and/or negative scaling to flip, depending on the setup. So for the fighting game,...
  144. Set X Scale to X Scale (character)*-1

    Set X Scale to X Scale (character)*-1
  145. Replies
    2
    Views
    602

    We have a similar tool for this in Mondrian...

    We have a similar tool for this in Mondrian Maker, only it allows you to literally paint your levels.
    25790
  146. Replies
    4
    Views
    884

    Julian82 Status Report: YOU ARE MY HERO. Game's...

    Julian82 Status Report: YOU ARE MY HERO. Game's working 1000x better on the laptop now. Thank you for the tip! I'll definitely be able to optimize the rest now very easily.
  147. Replies
    4
    Views
    884

    Julian82 Invert the layer......

    Julian82 Invert the layer... hmmmmmmmmmmMMMMMMMMMM that actually might work. I have other objects that use Invert as well (gems, which need white for shininess but also need color applied to them)....
  148. Replies
    4
    Views
    884

    Invert Shader Slowdown on Ryzen APU

    Been running into an issue on my Ryzen 2500U laptop. The issue springs from using Invert shaders on our background paintings. The image is inverted at grayscale before saving, and we then apply the...
  149. Replies
    12
    Views
    2,772

    wpd I wouldn't hold your breath for MP4 support...

    wpd I wouldn't hold your breath for MP4 support in CF2.5 since Fusion 3 is on the way. Hopefully we do get it and better media support in general in Fusion 3.
  150. Replies
    5
    Views
    689

    This might also be because of the significance of...

    This might also be because of the significance of moving one pixel at a low resolution compared to a high resolution. You can't move an object less than 1 pixel directly, however you CAN use...
  151. Adobe is doomed. :o

    Adobe is doomed. :o
  152. Replies
    5
    Views
    962

    Step one, set up an Active Object with the proper...

    Step one, set up an Active Object with the proper number of frames. Believe it or not, this can even just be 1px by 1px large. As long as there's something in the frame, you can load an image into...
  153. Replies
    7
    Views
    1,135

    What I've done is when a text box is selected,...

    What I've done is when a text box is selected, the text cursor is always brought to the end of the edit box. This way at least you can backspace and type new stuff and not be typing from a weird...
  154. Replies
    5
    Views
    689

    Hi! Welcome to the forum. Without seeing your...

    Hi! Welcome to the forum.

    Without seeing your code, my recommendation would be to create an active object called "Camera." Set the scrolling X position to its X position, and the scrolling Y...
  155. Replies
    12
    Views
    2,772

    MP4 is a much newer file format than Fusion's...

    MP4 is a much newer file format than Fusion's codebase, and to my knowledge, compatibility hasn't been built in. Your best bet will be to download Handbrake, convert the video to an AVI, and use the...
  156. There could be several things happening. The...

    There could be several things happening.

    The first and most important issue to keep in mind is that Fusion will automatically scale any image up to the nearest power of 2 in order to load it. So...
  157. Replies
    2
    Views
    1,214

    Hate to bump but... bump. Was just wondering...

    Hate to bump but... bump. Was just wondering about this today. I am trying to achieve as much cross-platform standardization as I can, and Steamworks is going to be especially important for all PC...
  158. Replies
    3
    Views
    613

    Yup, detectors, and have multiple collision...

    Yup, detectors, and have multiple collision events in each direction, for instance "Player Right is Overlapping Block" and "Block is Overriding Player Right."
  159. Replies
    72
    Views
    65,382

    Sticky: Latest trailer for the Mondrian sequel, Plastic...

    Latest trailer for the Mondrian sequel, Plastic Reality.


    https://www.youtube.com/watch?v=eToFg6DUALs
  160. Object picking becomes a lot easier if you can...

    Object picking becomes a lot easier if you can store a dedicated identifier value on it, then compare that to a value on something else. For instance, if you have a mouse cursor active object that...
  161. Replies
    3
    Views
    583

    One trick a lot of games do is to put in a Gamma...

    One trick a lot of games do is to put in a Gamma adjuster before the game starts. Basically what they'll do is they'll put in some graphic and say "Increase your TV's gamma until ___ is just barely...
  162. Replies
    44
    Views
    4,856

    I'm on Build R290.4, so I think that's the stable...

    I'm on Build R290.4, so I think that's the stable one? I didn't even see a new Beta got released a week ago. Now I'm tempted to screw up even more. But I've had similar issues with the File object...
  163. Replies
    44
    Views
    4,856

    For me that caused a hard crash, but that may...

    For me that caused a hard crash, but that may have something to do with loading the array from the AppData directory instead of the build directory? No clue, but it works now, and something to watch...
  164. Replies
    44
    Views
    4,856

    SOLVED #1. I'm pretty sure the initial array I...

    SOLVED

    #1. I'm pretty sure the initial array I brought in was corrupted somehow. The Z dimension kept being set to 1 in-game, despite being set to 10 in the editor, and there was nowhere I was...
  165. Replies
    44
    Views
    4,856

    MuddyMole - Yeah it's a Windows runtime. As I...

    MuddyMole - Yeah it's a Windows runtime. As I showed in my screenshot example, I've gotten the general functionality that I need to work in test projects, just for some reason it refuses to behave in...
  166. Replies
    44
    Views
    4,856

    I do know the event is triggering. Believe it or...

    I do know the event is triggering. Believe it or not I've written an entirely custom logging interface just to solve this bug. When I hit Enter, the events are triggering, and the line gets logged...
  167. Replies
    44
    Views
    4,856

    I am doing a multidimensional array and X0 is...

    I am doing a multidimensional array and X0 is reserved for other settings. I am simply using the sound setting in X1Y0 as a test case. Believe me, I've tried writing to X0 as well, didn't work.
    ...
  168. Replies
    44
    Views
    4,856

    Wait but I'm saving to X1Y0 in Base0. Why would I...

    Wait but I'm saving to X1Y0 in Base0. Why would I look at X0? That makes no sense. And if that works, then Arrays are busted.
  169. Replies
    44
    Views
    4,856

    No, I am indeed writing values correctly, but...

    No, I am indeed writing values correctly, but they are not storing. I'm working in Base0, and the only dimension I am writing to so far is X1Y0. I've also tested in Base1 at dimension X1Y1; tried...
  170. Replies
    44
    Views
    4,856

    Yeah that's nice except I'm doing that and it...

    Yeah that's nice except I'm doing that and it isn't/doesn't. The data isn't storing into the internal array in the first place so the file is just filled with a bunch of 0's.
  171. Replies
    44
    Views
    4,856

    As of right now I'm trying to save and load data...

    As of right now I'm trying to save and load data from the main menu (for instance, sound volume). The functions used to work just fine with an INI. However, upon switching that system over an array,...
  172. Replies
    44
    Views
    4,856

    I've been having the same kind of issue for a...

    I've been having the same kind of issue for a month, trying to store a value to X1Y0 and it never stores internally nor saves externally. Is there a specific order we have to save the array in? For...
  173. Replies
    2
    Views
    664

    A few other things you can do: 1. Replace your...

    A few other things you can do:

    1. Replace your "tons of counters" with alterable values on a single object. You can increment them the same way as a counter but you'll save on object count big...
  174. The volume can only be set to 0, 1, 2, 3, or 4,...

    The volume can only be set to 0, 1, 2, 3, or 4, so what line 211 does is sets the Volume immediately back to 0 when it is greater than 4 and then saves the array, so adding in a "Only one action when...
  175. Here's the Start of Frame event, loading the...

    Here's the Start of Frame event, loading the array file:
    24914

    Here's the event for saving the currently stored value in the soundVolume object to the array file:
    24916

    And here's where the...
  176. Hmm I'd say yes because I'd run into that issue...

    Hmm I'd say yes because I'd run into that issue with INI files, but in this case I'm only dealing with integers, not saving any game settings as floats.

    Just to clarify, the 12.5 multiplier is...
  177. Array for Settings File - Values Not Storing?

    I'm currently trying to build a gamesettings array file, that will store values like Volume, Game Speed, etc. For instance, say you set the Sound Volume to 2. In the array, I then want the Value 2 to...
  178. Replies
    3
    Views
    719

    Yes indeed, this should be doable. Just to test...

    Yes indeed, this should be doable. Just to test it out, set the ball to the normal Ball movement, and set it to Bounce when it collides with the Maze object. Then, you can set controls on the Maze...
  179. Replies
    2
    Views
    570

    I would definitely recommend saving the list as...

    I would definitely recommend saving the list as an external file and then loading it back in in a Start of Frame event. You can load the list file in under Global Events to make sure the list always...
  180. Fast Loops are incredibly powerful but remember:...

    Fast Loops are incredibly powerful but remember: anything you do in a Fast Loop is dependent on the CPU running the current frame, so anything getting in the way of that can potentially interrupt the...
  181. Yes, with the right extensions, a bit of...

    Yes, with the right extensions, a bit of ingenious hackery, and a lot of know-how, you can make just about anything in Fusion!
    For instance, for a Podcast player, you'd probably be looking for some...
  182. Replies
    7
    Views
    1,472

    So I guess the solution is... 24877

    So I guess the solution is...

    24877
  183. Replies
    2
    Views
    556

    After you create an object, use the function...

    After you create an object, use the function "Order > Bring To Back" on it, and it'll stay behind everything else on that current layer.
  184. You could do something like...

    You could do something like "Sin(y)+RRandom(-x,+x)," but this may prove way too complex. Instead, I'd set one variable outside the blocks on a controller object that iterates up by one while it's...
  185. Replies
    10
    Views
    1,600

    I think your problem is the timer. If you want...

    I think your problem is the timer. If you want all the flies on screen at the start, you should run a Fast Loop that either creates all the flies at once (less recommended), or run it once per event...
  186. Actions like setting a color or transparency or...

    Actions like setting a color or transparency or anything you really only need to call once should be done in the same event where they're called in the first place (if you can). If you find for some...
  187. Replies
    10
    Views
    1,600

    Have you tried setting the score as another...

    Have you tried setting the score as another Conditional? So, right now you have "NObjects < xx" but you don't have "Score < yy." You can then set the needed score (yy) to be dynamic in a separate...
  188. You need to create individual colliders for each...

    You need to create individual colliders for each side of the players: Top, Left, Right, and Bottom. Then you can also be more specific about which colliders are hitting: Top1 is overlapping Bottom 2,...
  189. Replies
    6
    Views
    994

    Thank god we can name Flags now. It makes...

    Thank god we can name Flags now. It makes standardizing them so much easier.
  190. Replies
    2
    Views
    573

    I'm not sure a qualifier is the way to go with a...

    I'm not sure a qualifier is the way to go with a Quiz game. While you can use them to group objects together, this would essentially prevent you from mixing up the locations of the correct answer,...
  191. Danny Nightmare scenario to be sure. Funny thing...

    Danny Nightmare scenario to be sure. Funny thing is they probably wouldn't even know how to reactivate the ability to write to appdata without some guidance, but they sure as heck can lock themselves...
  192. Danny from one Danny to another, absolutely, and...

    Danny from one Danny to another, absolutely, and thank you for your help! I've got PAX coming up (well, hopefully, if we can raise the money for one measly day at a booth), so hopefully I can land a...
  193. Danny Yeah that's what I'm figuring, in which...

    Danny Yeah that's what I'm figuring, in which case I just need to get the popup working to have them fix write permissions manually. Serves me right for making a game so focused on user-generated...
  194. It seems like it. I'm not blaming Fusion at all....

    It seems like it. I'm not blaming Fusion at all. I've been using this engine for a decade and it's never steered me wrong. This is seems like a very specific use-case for some computer that had a...
  195. Danny Trouble is, the user who reported this...

    Danny Trouble is, the user who reported this error was a publisher, who ultimately rejected publishing the game. So chances of them helping me squash this bug are Near Zero. I will check, but I won't...
  196. Gargoyle I'm quite sure they don't have write...

    Gargoyle I'm quite sure they don't have write permission. Looking at the executable that Fusion builds, there are write permissions for all account types besides basic Users. I also don't know what...
  197. Setting Read/Write Permissions in EXE or Install

    The title I'm working on right now has a serious level editor built in. It's got a bunch of great I/O features, stores everything in the AppData folder, so it's all set up correctly. However, we've...
  198. I did this in Mondrian - Abstraction in Beauty....

    I did this in Mondrian - Abstraction in Beauty. You can have an INI or an Array file that stores the locked/unlocked status of each level. So for instance, in an INI file, you would start off with...
  199. Long days of coding always require that.

    Long days of coding always require that.
  200. N64Mario There are a couple options for this. For...

    N64Mario There are a couple options for this. For one, you can create the object a X=0,Y=0 and then set the X and Y coordinates to the ones stored in the level file. This all happens on the same...
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