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  1. Replies
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    Attached. The custom / selection level is...

    Attached.

    The custom / selection level is exactly like the other two, except there's only 1 choice.

    On the next level the border has 1 animation - stopped, that it defaults to. Every color is...
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    Sticky: Feature Request / Bug : Incorrect Path If...

    Feature Request / Bug : Incorrect Path

    If there's a wrong path somewhere on any frame, then none of the frames will run. Can we please have an option to ignore an incorrect path and still run the...
  3. It seems to be working now. I added in lines 4...

    It seems to be working now.

    I added in lines 4 and 5 - this is the "always" events that must keep the right objects together.

    I disabled lines 173, 177 and 178 because they're not scoping to...
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    On the frame you select the food Watermelon =...

    On the frame you select the food

    Watermelon = 6
    Pretzel = 5

    On the frame where you put the food into the level

    Watermelon = 5
    Pretzel = 6
  5. Yes, you have to change that linking everywhere...

    Yes, you have to change that linking everywhere there is any interaction with the enemy. So everything has to be referenced by the flag, your always events and this one too, your kickback and...
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    You forgot to give the 4 new food items the...

    You forgot to give the 4 new food items the qualifier group.good (the big round apple).

    That's all - I added that in and everything worked.
  7. Well you have multiple commands that interact...

    Well you have multiple commands that interact with the enemy - I'm trying to work out what must happen. So if the player presses Q and there is an energy ball then do you want the enemy to die...
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    You have a different name - just change line 602...

    You have a different name - just change line 602 to your name:

    * On loop "Destroy Sequence"
    + Group.Good: Flag 0 is on

    New Objects : Create "food_pixel" + Str$(Color( "Group.Good" )) at...
  9. What must I do to kill the enemies? Jump on...

    What must I do to kill the enemies? Jump on them, shoot them, press a key?
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    Sticky: You can download the previous version from here: ...

    You can download the previous version from here: https://community.clickteam.com/threads/84521-Download-links and just install it over the current version to roll back.
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    1. Your particle / pixel colors must match your...

    1. Your particle / pixel colors must match your fruit colors - currently you have them in a different sequence - if Food1 is Cherry - then food_pixel1 must be the color for the Cherry.
    2. Food2 -...
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    I have inserted an alterable value into each...

    I have inserted an alterable value into each fruit that specifies its colour.

    I've created the particles in the same way as the fruit - using a calculation to look up the colour and then selecting...
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    Updated - Fruit 3 and 4 were not created...

    Updated -
    Fruit 3 and 4 were not created because there was an extra space in their name - I've deleted the extra space.
    Fruit 2 was created but not visible because the animation frame was not set....
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    How many fruit will the player choose? Do you...

    How many fruit will the player choose?
    Do you want just one fruit object and then change the animation based on which fruit the player chose?
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    Don't worry - it's fun for me - I like logic...

    Don't worry - it's fun for me - I like logic puzzles and helping people solve problems in the gallery is like playing a logic puzzle to me. Also it helps me not forget how to program Fusion since...
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    Fixed - attached - I think it works but I don't...

    Fixed - attached - I think it works but I don't stay alive long enough to fully test your game - it's good that you do :-)

    Fireball:
    You had an extra Fireball in the corner of the frame on layer...
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    In this thread: ...

    In this thread: https://community.clickteam.com/threads/107618-enemies-glitching-through-each-other

    An upload I made - Application 6 - we had done that.
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    Line 49 didn't work because line 57 was wrong -...

    Line 49 didn't work because line 57 was wrong - if you fix that - then line 49 reverses them and line 57 after a count of 100 allows them to turn around and target the player again.

    Second thing...
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    Also line 57 is wrong - it must be: *...

    Also line 57 is wrong - it must be:

    * Alterable Value A of Group.Bad = 0
    Group.Bad : Set Flag 0 off

    (You have there - set Flag 0 ON)
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    So the block - use fine detection - must be...

    So the block - use fine detection - must be ticked on the Grim Reaper.

    Then line 2 of your code - Always Event - delete the two lines that tell the Skeleton and Grim Reaper to always look at the...
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    I'm not sure what you're asking. You need to...

    I'm not sure what you're asking.

    You need to set use fine detection on for the Grim Reaper.

    If Fine detection is on - ticked then the player won't trigger a collision until he touches the grim...
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    I changed it and commented in the .mfa ...

    I changed it and commented in the .mfa

    Basically it was a scenario I hadn't provided for - to cancel the first choice before selecting the second choice.

    I've changed the code a bit to set...
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    If you go back to one of my examples I had put...

    If you go back to one of my examples I had put the scarecrow and robot in their own groups and it would be simple then to just change the timing on each other baddie to make them enter faster or...
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    As a start delete line 265 because that line is...

    As a start delete line 265 because that line is in conflict with what is happening in lines 249 - 257 and it will be executed ahead of those lines as it's an immediate condition.

    It does improve...
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    What I created was for the Alligator to spawn...

    What I created was for the Alligator to spawn from the left and right at the bottom of the screen and the other baddies that enter the screen from the left and right to spot at the top of the screen....
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    You were changing your main group - you need to...

    You were changing your main group - you need to create a new group - make the changes there and activate when necessary. I've done the following:

    Changed your code in the Start of Frame Events to...
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    Sticky: Can you please increment the Android Build so we...

    Can you please increment the Android Build so we can target Android 11 on your next build?

    The beta for Android 11 is already out - I just got a newsletter from Google that they're going to do a...
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    You will mostly only have problems with the very...

    You will mostly only have problems with the very large characters like the Clown and the Alligator. The Alligator because it's so long has the most collisions. So perhaps, like the Robot, you want...
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    There's always going to be problems if the player...

    There's always going to be problems if the player chooses two baddies that come from the top / bottom or two baddies that come from left and right. Unless you customise your game for every possible...
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    I'd split it - when you have 2 alligator's coming...

    I'd split it - when you have 2 alligator's coming in from the left - create the one at random range 0 to 190 and the other at random range 240 to 480 and that way they won't overlap.
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    Don't increase the random range - your screen is...

    Don't increase the random range - your screen is 480 x 800 - so if your Y is larger than 480 the alligator will be created below the screen where nobody can see it. You need to stick to the 0 - 480...
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    It's your game - it's your choice :-) If you...

    It's your game - it's your choice :-)

    If you open the debugger it counts down the time from the start of the frame - you can watch that and see how long it takes the Alligator to fully enter the...
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    You're creating the alligator at 8 seconds and at...

    You're creating the alligator at 8 seconds and at 10 seconds. So Alligator 2 is colliding with Alligator 1 and making Alligator 1 turn around and walk off screen - then of course it's again...
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    I tested my version - it works regardless of who...

    I tested my version - it works regardless of who you choose first - the clown or alligator - or alligator or clown - both are provided for in line 8.

    At the moment your robot isn't part of...
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    I've created two examples for you - the one with...

    I've created two examples for you - the one with the alligator and clown and the other with the robot. The robot provides for any other character with the robot. The alligator and clown only...
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    Okay - fixed - attached. I had written the...

    Okay - fixed - attached.

    I had written the code that bad guy 1 is selected when no bad guys are selected - and that meant when they changed bad guy 1 after selecting bad guy 2, that change didn't...
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    I see the previous version you uploaded, and that...

    I see the previous version you uploaded, and that I modified still had the enemies not overlapping condition in when enemies are created - which should be taken out.

    What I would recommend is that...
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    Try this version - attached. What I did was...

    Try this version - attached.

    What I did was inactivate the collision bit (you can delete it) - because it's not necessary on line 185.

    And I set the enemies overlapping to only trigger if they...
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    That looks good - but you have a problem with...

    That looks good - but you have a problem with lines 169 - 177. You were using Flag 0 there - now you've used Flag 0 for Spawn from Left. So you'll have to create a new flag - flag 4 or 5 and change...
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    There would be several ways of doing this and it...

    There would be several ways of doing this and it would depend on what's happening in your game or the type of game.

    Attached is one example and I explained what I'm doing inside the .mfa
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    This glitch with the clown and alligator is not...

    This glitch with the clown and alligator is not caused by the new code - it's caused by the command - when group.baddie collides with another group.baddie - then bounce.

    You can see that...
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    Yes - resetting the global value. From the...

    Yes - resetting the global value.

    From the right you're creating both the clown and the alligator at 10 seconds. You should change one of them to either 9 seconds or 11 seconds so that they're...
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    Try that - but just with the alligator bit - move...

    Try that - but just with the alligator bit - move the alligator back 500 pixels and see if it works. Else change the timing on one of them so that they don't overlap as often.
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    Someone sent me a PM offering to assist me, for a...

    Someone sent me a PM offering to assist me, for a fee and they had figured it out. I didn't follow up on that - because if I figure it out I would post the process here for everyone else.

    I...
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    Yes, that looks right.

    Yes, that looks right.
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    Yes, that's because the alligator is more than...

    Yes, that's because the alligator is more than 500 pixels wide and this code sends an object back 200 pixels - so they will still be overlapping the alligator - maybe we can modify it to always send...
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    No, sorry for the confusion - I'll make a mental...

    No, sorry for the confusion - I'll make a mental note to only post here after my coffee has kicked in... not before!

    Basically what I'm doing is moving the baddies backwards from their position...
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    Yes Mistake - in the example I made I had...

    Yes



    Mistake - in the example I made I had used 10 + 11 to be the top and bottom and when I wrote the description I swapped them all around. Sorry.



    Anywhere - you can put it at the...
  49. I don't think your problem is with the for each...

    I don't think your problem is with the for each loops - but rather how to create 4-user movement using the platform movement object and that's a question I can't answer.

    As far as I can see the...
  50. I got the impression you were often running loops...

    I got the impression you were often running loops for a single command instead of just typing the event with the single command but if what you're doing works for you - then just ignore that part of...
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    Sticky: I don't know if Fernando has had time to help...

    I don't know if Fernando has had time to help you, but if he hasn't - attached is a .mfa that have all the right settings - you can build an .apk from that and test it on your device. If it doesn't...
  52. From Fusion: Under Tools - Preferences - there's...

    From Fusion: Under Tools - Preferences - there's a setting - 3 lines from the bottom - ask for confirmation before deleting an object. You can just change it there.
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    It's also very hard to solve based on a video. ...

    It's also very hard to solve based on a video.

    But I think the -90 degree you have as part of the direction is going to trip you up - you would have to split that over two lines - if the object...
  54. You appear to be over-complicating things -...

    You appear to be over-complicating things - unless each player has multiple characters, you could simply cut out all the loops and put the commands (like line 10) in a start of frame event.

    What...
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    I thought of a better idea: Step 1: For this...

    I thought of a better idea:

    Step 1: For this to work you need to remove the tick on the properties of every baddie: Destroy object if too far from frame.
    Step 2: I chose 4 flags as follows:
    ...
  56. Yes, Google will refund anything and everything...

    Yes, Google will refund anything and everything if the customer asks.

    And they have put procedures in place for developers to cancel the items when the customer is refunded - but you need to put...
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    For the car to just move in the direction of the...

    For the car to just move in the direction of the black active you'd use the command:

    * Always

    Car : Look at (0,0) from Active (black)

    But if you want the car to have the same angle...
  58. On line 134 you're not specifying which enemy -...

    On line 134 you're not specifying which enemy - so it's going to deduct 4 Health from every enemy - which means they all die together.

    An easy way to get around this is to set a flag on - so if...
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    Your condition Group.Bad is overlapping Group.Bad...

    Your condition Group.Bad is overlapping Group.Bad - negated - does not scope to the current baddie - it will test all baddies and if any baddies are overlapping anywhere in the scene it won't create...
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    Option 1: Assuming he is choice number 14 then...

    Option 1: Assuming he is choice number 14 then you'd insert this at the start of frame of frame 2:

    * Start of Frame
    + First Choice Bad Guy <> 14
    + Second Choice Bad Guy <> 14
    scarecrow :...
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    If you're aiming to publish in Google Play you...

    If you're aiming to publish in Google Play you really should install and use build 29 - api 29 - Google will stop accepting new apps with a build below 29 some time this year.
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    Your way of doing it was a bit complicated for...

    Your way of doing it was a bit complicated for me. I rewrote it on Frame 2 in a simpler form. If you had reasons for all the complicated calculations then this won't work for you.

    But the...
  63. I don't use in-app, so have never really looked...

    I don't use in-app, so have never really looked at it - but there's a guide in the sticky threads.

    However, you would tie those 2 items to global values for example
    Shop Item = 0 (the user...
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    Convert Android App to IOS

    I've been asked to write someone a weight-loss app - they're providing 100% of the info and graphics - I'm just providing the programming aspects.

    Since I can only publish in Android, as I have no...
  65. Yes - several ways, this is probably the easiest...

    Yes - several ways, this is probably the easiest - just insert the 2 lines in bold everywhere the baddies spawn from the left.

    * Every 08''-00
    + Second Choice Bad Guy = 2
    + First Choice Bad Guy...
  66. You're not giving enough information. Android...

    You're not giving enough information.

    Android devices have a lot less memory than PC's - so possibly it's running out of memory, or you're using an extension that doesn't work in Android. Under...
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    If you're hosting the game on your own server and...

    If you're hosting the game on your own server and feeding through content to the game - then that can happen automatically without updates.

    But if you're uploading a complete .apk that doesn't...
  68. Well first check if the .apk in production is ...

    Well first check if the .apk in production is submitted because if you've added it, it will stay there until you press the submit button - but until you do submit it - you can still freely amend it...
  69. Your screenshot shows that you have it in the...

    Your screenshot shows that you have it in the production track - which will make it available to everyone. When you delete it from there - also remember to delete it from your Artifact Library, else...
  70. Well, even though it works fine by me, it's ...

    Well, even though it works fine by me, it's really awkward pressing 2 buttons at the same time - it would be difficult to play.


    You could just leave it out - by pressing up / right / up / right...
  71. There is no setting for Android. If I take the...

    There is no setting for Android.

    If I take the example, exactly as I gave it to you, and build an .apk it does work on my cell phone - the 3 movements that I put in the example, up, right and...
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    Yes, you can use the multiple touch object - if...

    Yes, you can use the multiple touch object - if it's a touchscreen device. But the touch has moved part is buggy - it triggers when a touch is first activated even before it's moved.

    It would be...
  73. The command you're using - Test for Jump Through...

    The command you're using - Test for Jump Through Platform Overlap - does allow the player to go through the obstacle.

    If you want the player to be stopped by the obstacle you need to use:

    *...
  74. If you're manually moving an object faster than...

    If you're manually moving an object faster than the frame rate - it's going to slow down to equal the frame rate - in your case 60 frames per second - because Fusion will only execute it once when...
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    You should leave both - they work together.

    You should leave both - they work together.
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    The way it's written is if the player touches the...

    The way it's written is if the player touches the wall then the wall pushes them. If they move left or right they're still touching the wall and the wall will push them in the direction the wall is...
  77. Norton says: No threats found. You're using 2...

    Norton says: No threats found.

    You're using 2 extensions, Platform Movement Object and the Physics Engine - they're both widely used and there's no problem with them.

    I did get virus warnings...
  78. Look in your anti-virus for a setting like this: ...

    Look in your anti-virus for a setting like this: Don't check apps that were built on this computer.

    Else check the settings of your anti-virus to see if you can exclude your particular app.
    ...
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    Just reset the flags when the player is not...

    Just reset the flags when the player is not overlapping the spike walls.

    * NOT player is overlapping spike_wall1
    player : Set Flag 2 off

    * NOT player is overlapping spike_wall2
    player :...
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    I went back to your previous .mfa and inserted my...

    I went back to your previous .mfa and inserted my example into it. The idea is that you use this code instead of move-safely - not together.



    I deleted the move safely and inserted a block -...
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    Yes, I copied & pasted the wrong bit - it's the...

    Yes, I copied & pasted the wrong bit - it's the player


    with the walls you're calling some loops that no longer exist - lines 73 + 74.


    It is automatic if you use 8 direction movement. But...
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    The move-safely object you're using seems to have...

    The move-safely object you're using seems to have been written for platform movements. Since you're using your own movements, it might not work as intended. Also you're telling Fusion to always run...
  83. Replies
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    If you wanted the event to only apply to the...

    If you wanted the event to only apply to the active that was clicked you wouldn't need a For Each statement - you could just put the events in the click event.
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    If you want it to scope to just the active(s)...

    If you want it to scope to just the active(s) that were clicked on - you have to add that in - something like this:

    * User clicks with left button on Active

    Active : Set Flag 0 on

    Start...
  85. You could solve this by using placeholders -...

    You could solve this by using placeholders - which I get the impression you're already using. Place an object over each letter in the right spot. Don't make it visible - so the player doesn't see...
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    You could achieve that by activating /...

    You could achieve that by activating / de-activating groups.
  87. Here is a short example - it works on my...

    Here is a short example - it works on my touchscreen pc - I've just done 3 directions.

    You may have to provide for all possible scenarios i.e. this works when you first touch the up button and...
  88. In my example, I have the object that must be...

    In my example, I have the object that must be moved set to the 8 direction movement - which is the user-controlled movement. Maybe you're using a different movement?
  89. Replies
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    You can set the speed of your animation in the...

    You can set the speed of your animation in the properties where you load the animation - under Direction Options - there's a block for speed - just change that until your animation plays at the speed...
  90. Well it works if you just remove part of the...

    Well it works if you just remove part of the loop:

    * Start of Frame
    Special : Start loop "deployObjects" Number of units times


    * On loop "deployObjects"
    New Objects : Create Global...
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    Edited: Sorry, I only saw page 1 of the posts -...

    Edited: Sorry, I only saw page 1 of the posts - so my answer isn't relevant, I deleted it.
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    I believe you - but unless I can consistently...

    I believe you - but unless I can consistently create it for myself, I can't figure out what's going wrong and it's not happening by me.

    A collision event is tested only once and then Fusion waits...
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    Well I tried it 10x and they didn't overlap. ...

    Well I tried it 10x and they didn't overlap.

    So what else are you doing when they overlap, what are you pressing?
  94. More often than not you don't need to use loops. ...

    More often than not you don't need to use loops.

    So Question 1. You're doing this:

    * Start of Frame
    New Objects : Create Global String A at (80,181) layer 1
    New Objects : Create...
  95. If you give every direction their own flag then...

    If you give every direction their own flag then you can just use:

    * Active: Flag 1 is on
    Active : Set direction to ...........
    Active : Set speed to 20

    And do that for every flag and every...
  96. Rather than doing something complicated with the...

    Rather than doing something complicated with the touch object you could try to do something with flags like this:

    * Multiple Touch: A new touch on object UP has started
    + Active: Flag 0 is off
    ...
  97. Your attachment gives me this message: Invalid...

    Your attachment gives me this message: Invalid Attachment specified. If you followed a valid link, please notify the administrator

    I don't really understand your explanation or why you would be...
  98. Can Clickteam make an HQ Trivia-Style Game? Yes,...

    Can Clickteam make an HQ Trivia-Style Game? Yes, they employ a host of very smart people that can do anything they feel like doing.

    Can you make an HQ Trivia-Style Game using Clickteam Fusion? ...
  99. Check you settings on the object that you've set...

    Check you settings on the object that you've set it to transparent. (Click on the object - look at its properties - under display options - effect - Transparent should be ticked.)
    You can set the...
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    I played around with your idea - the way you had...

    I played around with your idea - the way you had it wouldn't work because you're creating a conflict - telling Fusion to do 2 different things when a key is pressed and when Fusion is in conflict it...
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    It would still happen with fine detection,...

    It would still happen with fine detection, because the animations are faster than the player can react and it gets boxed in very quickly.

    If the player could shoot themselves out of the situation...
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    Probably the easiest is to just allow the players...

    Probably the easiest is to just allow the players to move onto the enemies and not block it i.e. don't put in the codes that stop the loops.

    I can see what's happening is that the crab stops...
  103. Replies
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    Lines 22 - 39 you created your own movement...

    Lines 22 - 39 you created your own movement system - or used a movement system that someone created using loops instead of Fusion's built-in movement.

    In that system you need to include loops to...
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    Try this: * Collision between Group.Bad and...

    Try this:

    * Collision between Group.Bad and player
    + Group.Bad: Flag 1 is off // so that it deducts only 1 from the counter
    lives_counter : Subtract 1 from Counter
    Group.Bad : Stop //...
  105. Fusion automatically pairs objects that are...

    Fusion automatically pairs objects that are created together. If an enemy is destroyed then you can just say - destroy shadow - and Fusion will destroy the paired shadow.

    But you can also tie the...
  106. Replies
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    Views
    190

    You can set a flag as follows: Group.object is...

    You can set a flag as follows:

    Group.object is overlapping group.object
    + Flag 0 is off
    = Add 1 to counter
    = Set Flag 0 to on.

    Now Fusion will only count an object once. And if your objects...
  107. Replies
    16
    Views
    415

    You can also do something similar for the...

    You can also do something similar for the collision between the enemies and the player - that they stop when they encounter the player and turn the flag off for a short period of time.
  108. Replies
    16
    Views
    415

    I haven't looked at your new upload - but here's...

    I haven't looked at your new upload - but here's an example of your previous question that was e-mailed to me before you edited it - you can refine this as you wish.

    I only changed lines 62 - 71...
  109. Replies
    16
    Views
    415

    If you're using movement loops you will also have...

    If you're using movement loops you will also have to stop the loop every time the player encounters an enemy - and stop the player at that point.

    If you tell Fusion to just randomly bounce the...
  110. You can try this: * X position of Group.Player...

    You can try this:

    * X position of Group.Player <> 0
    Group.Player : Set newX to X( "Group.Player" )
    Group.Player : Set newY to Y( "Group.Player" )


    * X position of Group.Player = 0...
  111. Replies
    2
    Views
    278

    Once the right group has been activated you need...

    Once the right group has been activated you need to reset the counter so that the event stops triggering:

    For example:

    * Counter = 0
    Special : Activate group "Missles"
    Special : Deactivate...
  112. You mean you want the user to drag it? -...

    You mean you want the user to drag it?

    - I've amended your example to achieve that - attached.

    Edit: Keep in mind this will fail if my control active overlaps more than 1 object at the same...
  113. I would create a gird of 9x9 blocks that can be...

    I would create a gird of 9x9 blocks that can be visible or not.
    User clicks on Block 1 create invisible Marker A there
    User clicks on Block 3 create invisible Marker B there
    If an object...
  114. Replies
    14
    Views
    574

    I've amended your entire game as an example of...

    I've amended your entire game as an example of using Fusion's built-in functions rather than manually coding your own, as you're doing.

    There were a few functions in your version that wouldn't...
  115. Replies
    14
    Views
    574

    Yes - Fusion adds 60 to that number every second...

    Yes - Fusion adds 60 to that number every second - so 120 is 2 seconds, 240 would be 4 seconds etc.

    Another option would be to just create an object every xx seconds and not bother with the global...
  116. You can put the events into a group. Right...

    You can put the events into a group.

    Right click on the number - select insert a group of events - Give it a name and untick the block at the bottom that says - active when frame starts. Now put...
  117. Replies
    14
    Views
    574

    Attached is an example using global values...

    Attached is an example using global values instead.

    This isn't necessarily better, but it's shorter and just a different way of achieving what you were doing.
  118. There's a conflict with your group on line 48 -...

    There's a conflict with your group on line 48 - Movement Animation. If you remove that group then your dash attack works - it doesn't seem to make a difference to anything else if that group is...
  119. To solve your problem with the door do the...

    To solve your problem with the door do the following:

    * Platform Movement object: Test for obstacle overlap
    + Player is overlapping Door
    Platform Movement object : Selected object overlaps an...
  120. Replies
    14
    Views
    574

    BadGuy9 doesn't have the qualifier - bad apple -...

    BadGuy9 doesn't have the qualifier - bad apple - so it will only work right when you include that.

    Your spawn toggle isn't working correctly. When there are 2 then they both toggle it - and then...
  121. Replies
    14
    Views
    574

    You have to activate a group outside of the...

    You have to activate a group outside of the inactive group.

    You had replaced all the commands for badguy 10 with a Robot character - so nothing for badguy 10 would work because it no longer had...
  122. Replies
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    Views
    574

    Option A: Untick the create at start button ...

    Option A:

    Untick the create at start button

    Then insert:

    * Start of Frame
    + Bad Guy Chosen 1 = 10
    New Objects : Create badguy10 at (-162,235) layer 2
  123. The standard version requires the logo and that's...

    The standard version requires the logo and that's all. It makes no difference if you're charging for the game or not.

    What's going to happen with your .exe is this: It's going to get a warning...
  124. Replies
    14
    Views
    574

    You have a block ticked: Create at start, so he...

    You have a block ticked: Create at start, so he is being created regardless of whether he is selected.

    Then your default values are zero so line 86 will always trigger. So he's (a) going to be...
  125. Replies
    2
    Views
    336

    If you include: * Platform Movement object:...

    If you include:

    * Platform Movement object: Object is standing on ground
    + NOT Platform Movement object: Object is moving
    Active : Change animation sequence to Stopped

    Then the animation...
  126. Replies
    14
    Views
    574

    Remove the tick from the block: "Create at...

    Remove the tick from the block: "Create at Start" - then the badguy won't automatically be created.
  127. I don't know about just one event - seems that...

    I don't know about just one event - seems that command is doing exactly what it's meant to - which is a fundamental flaw in all software applications - they do what the user tells them to do, which...
  128. Replies
    3
    Views
    871

    All the animations - it would make it easier if...

    All the animations - it would make it easier if you organise your code better, for example, walking is a group, attack is a group, climbing is a group, falling is a group - then when the player has...
  129. Replies
    3
    Views
    871

    I'd recommend you rewrite your movements by...

    I'd recommend you rewrite your movements by placing every sequence in a group and then to activate and deactivate the groups as you need them.

    Right now it depends on timing - if I press S twice -...
  130. Replies
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    Views
    2,627

    I thought the master plan was to write a game...

    I thought the master plan was to write a game that would go viral and then to buy / support Clickteam from the proceeds of that...


    I'd do it - but you know, people will happily steal my games,...
  131. Replies
    35
    Views
    2,627

    Oh no! You mean you actually need money to stay...

    Oh no! You mean you actually need money to stay in business, just like a normal business? That's tragic.
  132. Replies
    35
    Views
    2,627

    I know - I love that I only paid once for this...

    I know - I love that I only paid once for this software and get to keep using it, with free updates, forever. :D I don't need Fusion 3, I'm good.

    Of course 2.5+ is way cooler than I thought it...
  133. Replies
    8
    Views
    819

    I have a developer account - anyone can create...

    I have a developer account - anyone can create one - it's free. It's been verified - I can upload an app - but the folders and structures they refer to, as per the screenshots, are only if I create...
  134. Replies
    8
    Views
    819

    Are you sure? Because Huawei is advertising...

    Are you sure?

    Because Huawei is advertising their new phone and it doesn't have Google Play services enabled - but none of my games do either.

    In the media they're saying that any Android app...
  135. Replies
    8
    Views
    819

    Huawei AppGallery Submission Help?

    Any chance Clickteam can integrate the sdk for submitting to the Huawei AppGallery into Fusion?

    They do show the process step-by-step and how to integrate their sdk using Android Studio - but I...
  136. Replies
    3
    Views
    581

    I don't know anything about that but I don't...

    I don't know anything about that but I don't think the situation has changed since you asked the question back in March 2018. Hopefully someone else can answer you.
  137. Replies
    3
    Views
    581

    What do you want to publish? A game, app or...

    What do you want to publish? A game, app or extension to Fusion?



    Have you had a look at all the sticky threads?



    No. There's no "they" out there. You choose to publish for whatever...
  138. I modified your example a little - it's working...

    I modified your example a little - it's working now.

    Here's an explanation:

    * Always
    Counter : Set Counter to 0 //reset the counter each time so it starts fresh
    Start loop for...
  139. You could try to set the 2nd object to the x and...

    You could try to set the 2nd object to the x and y co-ordinates of the first object, rather than their hot spots or action points. But where I can see this not working is that Fusion will run...
  140. Replies
    9
    Views
    468

    Well Clickteam fails to spell that out in any...

    Well Clickteam fails to spell that out in any license. Their distribution agreement only grants a license for code snippets and nothing else. However, they're unlikely to sue you for using it -...
  141. Replies
    9
    Views
    339

    What do you mean an ID system?

    What do you mean an ID system?
  142. Replies
    9
    Views
    339

    Well you're trying to move your enemies using the...

    Well you're trying to move your enemies using the platform movement object which I don't think will work - but I know very little about the platform movement object.

    If you use a different...
  143. If every one of your levels is a stand-alone -...

    If every one of your levels is a stand-alone - then you could save with groups - I'm attaching an example. Nothing is hard-coded with the save, everything is calculated - so you can freely move...
  144. Replies
    9
    Views
    339

    I'm not sure I understand what you're asking. ...

    I'm not sure I understand what you're asking.

    I've made an example - frame 1 just sets the direction based on the collision - frame 2 uses flags.

    If this isn't what you're asking you'll...
  145. If your level control is 10 - then you go to...

    If your level control is 10 - then you go to 'frame + 10' etc. When you get to frame 10 - the stuff is retrieved and stored for whatever was on that frame.

    Sure, while you're creating the game...
  146. Replies
    9
    Views
    339

    Toggle a flag - if the enemy's flag 0 is on -...

    Toggle a flag - if the enemy's flag 0 is on - move right, if flag 0 is off move left - something like that.
  147. I use a global value named level control as a...

    I use a global value named level control as a master - and this determines the level the player has reached. Beyond that I load a level's data at the start of a frame and save it at the end of the...
  148. Replies
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    I made another example with spawning enemies...

    I made another example with spawning enemies using x and y co-ordinates rather than a spawn object.

    For example if an enemy enters from the left it is created at x -10 and y 0 and then the y is...
  149. Yes - I loaded a game and on my logo screen -...

    Yes - I loaded a game and on my logo screen - after the initial drop when it's reading from an ini file - on DX9 it will stay stable on 60/61 fps. On DX11 it will drop to 55 quite a few times - I...
  150. Replies
    3
    Views
    275

    I've changed 2 things: 1. When you have the...

    I've changed 2 things:

    1. When you have the option ticked - destroy object if too far from frame and you create the object outside of the frame - it is possible for it to be caught by that command...
  151. Sorry, my mistake. I seem to have multiple...

    Sorry, my mistake. I seem to have multiple copies of this game in my backups - I saw now when I was looking for a OneDrive link to send you. I can find one that creates an .exe on Direct3D 9 almost...
  152. Yes, how do you feel about relinking 7 500 active...

    Yes, how do you feel about relinking 7 500 active pictures that Fusion will go look for in the directory path they're currently in?



    I have 292.22.191218 still in my downloads since December -...
  153. Replies
    4
    Views
    197

    Yes it is possible. I would recommend you...

    Yes it is possible.

    I would recommend you write a few small games first to get a feel for the software and to learn it - write a 30 minute version of the full game, something like that.

    If...
  154. No, there's definitely a problem with the way...

    No, there's definitely a problem with the way 2.5+ is packing images.

    I have a hidden object game with 7 600 images. I had initially started writing the game using them as active objects but the...
  155. The display issue is fixed with the dll you sent...

    The display issue is fixed with the dll you sent me, thank you - the 'background' I used on top of everything else is an active object.

    ---

    So playing around with Optimize image size in Ram:
    ...
  156. Just to clarify the last statement I made (since...

    Just to clarify the last statement I made (since I can no longer edit it) this is happening in 2.5+:

    At the start of my game there's a story segment and I draw a background over the game to hide...
  157. Increase in .exe sizes with 2.5+ - Is there a setting?

    I was playing around with 2.5+ and saw some odd behaviour in my .exe sizes - I was wondering if there's a setting or something I'm missing - or why this would happen:

    Game 1:
    Exe prior to 2.5+ =...
  158. Replies
    9
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    290

    The example I sent you they spawn at the spawn...

    The example I sent you they spawn at the spawn points - for example if the first choice is red then it will spawn every 2 seconds from the top spawn and also every 3 seconds from the bottom spawn. ...
  159. Replies
    9
    Views
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    I've changed the .mfa line 10 - instead of trying...

    I've changed the .mfa line 10 - instead of trying to scope to the right white box to delete, I simplified that by deleting it when the user clicks on it. It seems to work now without glitches. In...
  160. Replies
    9
    Views
    290

    I changed frame 1 to do the following: You can...

    I changed frame 1 to do the following:

    You can select only 2 bad guys, you can freely unselect one and select another. Their selection is saved in global values. I've documented in the .mfa what...
  161. Replies
    3
    Views
    131

    Yes, if you destroy something with a qualifier in...

    Yes, if you destroy something with a qualifier in its own event - then every object of that qualifier will be destroyed before Fusion moves on to the next event.

    If the player is destroying them...
  162. Replies
    9
    Views
    290

    When you see a red condition in your code - it...

    When you see a red condition in your code - it means that the piece of code needs to be the first line - move it there and it will turn green (line 7).
    The white box only works once because you're...
  163. Replies
    3
    Views
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    If you uncheck create at start - then you would...

    If you uncheck create at start - then you would just run your loop from the Start of Frame event. The condition - last object has been destroyed - only triggers once and only triggers when there...
  164. If you're not looking for the built-in path...

    If you're not looking for the built-in path movement - Schrodinger wrote an example for me years ago of moving an object from a placed active object to the next placed active object. Have a look at...
  165. Here's an example of selecting the objects that...

    Here's an example of selecting the objects that have the right alterable value - counting only them - and then creating those objects on the second frame at random positions.
  166. Here's an example of using global objects to...

    Here's an example of using global objects to check if an object was added to your inventory.

    In this example the objects are created at start - in other words - they are placed on the board in...
  167. If you don't want this - you can at the start of...

    If you don't want this - you can at the start of the frame set Equipped = 0.



    Global objects save their values. If you don't want that feature - make them local objects - then you start...
  168. You can make your weapon global objects too - so...

    You can make your weapon global objects too - so that their alterable values are saved. Each ball can be its own object but they can have the same qualifier - and then you control them using the...
  169. How to achieve what JohnArtbox is saying - ...

    How to achieve what JohnArtbox is saying -
    Click on your object - the properties will open - Under the red arrow - Runtime Options - there's a block you can tick under Memory Objects - that says...
  170. I mean if you say resources collected Army A as a...

    I mean if you say resources collected Army A as a global value - and you would add 5 to that every 10 seconds, then you could still do that and when army A is back on screen that global value shows...
  171. You may want to consider scaling your army to...

    You may want to consider scaling your army to represent ratios i.e. 1 soldier = 10 soldiers so that you have 10 soldiers on screen representing an army of 100 soldiers etc.

    By invisible - I just...
  172. 1. Markers - set a flag to distinguish a group,...

    1. Markers - set a flag to distinguish a group, then call the group by the flag. You can also use alterable values to store their stats / powers etc. or to distinguish them.
    2. I don't know. But I...
  173. I'm glad it worked - but for my own amusement I...

    I'm glad it worked - but for my own amusement I wanted to see if I could figure it out when zones are tied - so here's an updated example.
  174. Replies
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    In theory, it's possible. I would create a...

    In theory, it's possible.

    I would create a basic visual on screen and if the user clicks on an entry then pop up an edit box and have them type in whatever they want. Then save that data in an...
  175. I've made you an example - it's not complete but...

    I've made you an example - it's not complete but should point you in the right direction.

    It's incomplete because I don't really know how your game is working - if the objects can overlap zones or...
  176. In a nutshell - Fusion will execute line 1, then...

    In a nutshell - Fusion will execute line 1, then line 2, then line 3 etc. until it gets to the bottom of all the events and then it starts at the top again.

    But events that are in green will...
  177. Sorry, I can't test your game to when all your...

    Sorry, I can't test your game to when all your baddies arrive - because I can't play the game that far (fortunately, I'm not your target market).

    I think you'd waste your time making 2 versions...
  178. Replies
    7
    Views
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    Look for - batch file rename software - that...

    Look for - batch file rename software - that allows you to change the name of multiple files at once - you specify what must be changed.

    Else copy & paste into notepad and just do a search and...
  179. Replies
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    You just set the score equal to zero. Or if...

    You just set the score equal to zero.

    Or if you're saving your data in groups in the ini file then you can simply delete the group - which deletes all the data and the player starts over.
  180. I can get as far as the double jump - it runs...

    I can get as far as the double jump - it runs really slow - 15 - 18 fps - the scrolling practically never stops - it would make me seasick. I got as far as the double jump - and then I couldn't get...
  181. Replies
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    722

    There are also built in values for score and...

    There are also built in values for score and lives - look on the row of tabs in your Event Editor for the little joystick. Right click under it - and it will show you options to set a player's score...
  182. Your window size under application properties...

    Your window size under application properties should be 960 x 960

    Then tick:
    Keep Screen Ratio
    Resize display to fill window size
    Fit inside (black bars)
  183. Well it opens with a white screen and a little...

    Well it opens with a white screen and a little black dot ... then after a while it opens the game where there is a purple character that I can jump onto the first platform and from there I don't...
  184. On your game properties - try the option - under...

    On your game properties - try the option - under Windows - Resize display to fill window size.

    The rest works like any normal app would. The resizing is done by Fusion automatically and for the...
  185. This should work: Set Counter to: ...

    This should work:

    Set Counter to: RRandom(0,100) + (RRandom(0,1000)/1000.0)
  186. Replies
    12
    Views
    722

    The global values you use as you are using the...

    The global values you use as you are using the alterable values. If you click on your game name - then click on the tab that says A-Z - you can enter global values and global strings there.

    And...
  187. Replies
    10
    Views
    750

    The Playstore is only for Android devices. So if...

    The Playstore is only for Android devices. So if someone has an Iphone they won't be able to download it or see it. (Or if they don't have a smart phone.)

    Facebook is painful unless you're a...
  188. Everyone is still on Fusion 2.5 ... except some...

    Everyone is still on Fusion 2.5 ... except some have an add-on module.

    Under "Window" of your apps properties - you can click the button -resize display to fill window size.
  189. Yes, there are many ways. But it depends on what...

    Yes, there are many ways. But it depends on what you're doing and what your target is. Is it for PC or Android?

    Do you want them to be able to scroll across the screen or make everything appear...
  190. Replies
    10
    Views
    750

    I would recommend they put it on their website -...

    I would recommend they put it on their website - people don't want to download apps just for a menu - but browsing to a website is not a problem.

    Here is a small example - Option A - they click a...
  191. Replies
    10
    Views
    750

    Is there a reason the String object isn't working...

    Is there a reason the String object isn't working for you? Because you can copy and paste text into it?

    I'd recommend you put your font large enough to read on a cell phone rather than try to get...
  192. Replies
    12
    Views
    722

    Save your score to a global value - or an...

    Save your score to a global value - or an alterable value if you prefer.

    Don't save to the ini file during the game - the way you're writing it, it will be saving that to disk 60 times a second...
  193. Lines 3 to 6 run immediately - one after the...

    Lines 3 to 6 run immediately - one after the other.

    You would have to put in a block so that they don't all trigger. For example set a flag on:

    alterable value A = 1
    + Flag 0 is off
    set...
  194. Replies
    7
    Views
    336

    Okay - well I read your original post before you...

    Okay - well I read your original post before you edited it - so to modify my answer to it:

    On every object (that they'll click) set an alterable value for the score they must reach and for the...
  195. Replies
    7
    Views
    336

    I'm a bit confused about what you're asking - so...

    I'm a bit confused about what you're asking - so if this answer isn't what you're looking for, just let me know and I'll try again.

    Create a global value "Level Control". Then take the player to...
  196. Look under: Settings - Security & Privacy -...

    Look under: Settings - Security & Privacy - Google Play Protect.

    If that is turned on then they will have disabled your game because it's not installed from the play store - but directly by...
  197. Depends on your graphics - I tend to take the...

    Depends on your graphics -

    I tend to take the path of least resistance - so while some here might be able to do this with complex complications - I would do something simple like create an...
  198. You can use global values. They are not reset...

    You can use global values. They are not reset when you restart a frame, regardless of how your restart it, unless you manually reset them.

    So spread a value into all your pickups and if a pickup...
  199. I would recommend you set a global value all the...

    I would recommend you set a global value all the time - add or subtract to the global value.

    At the start of the frame - read the array and set the global value based on the value there, at the...
  200. Replies
    2
    Views
    166

    I'm not familiar with the games you mention. ...

    I'm not familiar with the games you mention.

    But I think it might be easier to create box 1 where you want it or randomly and then to create the other boxes based on the previous boxes position....
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