"a single bit can define a boolean value of True (1) or False (0)"
A 1-bit artstyle means that the art piece/game has only two colours, a true colour (white) and a false colour (black).
Type: Posts; User: BartekB; Keyword(s):
"a single bit can define a boolean value of True (1) or False (0)"
A 1-bit artstyle means that the art piece/game has only two colours, a true colour (white) and a false colour (black).
DRPC, Discord Rich Presence
Display a player's current status within your game so they can show it off on Discord
Let players invite people from their Discord client*
An ask to join...
Hey, my solution uses a fast loop and a for each loop. If they confuse you I should first explain them here so my example makes sense :)
A fast loop has two things for it:
- The Name, it is...
Hey, thanks for making it into an example!
With your iterations downside, you could for each loop an object that requires testing. Then, move all the other possible objects negative delta of the...
Yes, that's the intended effect.
Since For each loops are actions within an object. Only those currently scoped will execute it.
E.g. Event that doesn't have any "Active 2" conditions. It is...
I've tested your .mfa and my results were quite different.
Tested with a generic gamepad (10 or so years old by now) and a wired xbox one controller, my results were:
- No controllers: 59 to 60...
You can align the counter object however you want by doing this:
Always (or when you change the value of counter):
- Set X Position to: X + Counter Width
Interesting issue. I also use for each loops extremely frequently (as in, around 95% of lines of code is fast/for each loops) but I have never came across this issue.
An example .mfa file would be...
Do you mean something like this example?
I remember playing the first and the second game with my siblings many years ago, great to see another game. :)
I don't think there's a difference between multiple (always) events and one big (always) event, it is probably Fusion optimising automatically.
It's also not a question of how many always events...
From what I understood, you wanted this sort of thing? 25181
Basically you get two angles: Player's current and angle from player to thug, then you compare them together to find out whether the...
Yes, what you've said is correct. Qualifiers don't have any built-in code attached to them. So an "Enemy" qualifier will work the same as "Decorations", but it makes sense to pick ones with names...
Here's one solution, picking the object with the highest Alt Value A, and identifying it for removal: 25167
I've made this example a long time ago showcasing a "Parent & Child" system people can use in their games, it's rather simple: 25084
If you just want to see a barebones system at work (without all...
If I understood you correctly, you want to read strings from an INI, and get their word count? If so, here's an example I made ( it still requires your ini file you have given ): 25064
Here's a more simple example: 25063
You can place object B on a layer above the layer object A currently resides in to always force the specific order. This can be done through the Layer toolbar (View > Toolbars > Layers Toolbar)
Hey, I would create an example for this, however I don't have time at the moment. But I do have this example similar to this problem (and the mario-ish fireballs): 24958
Also, you don't need to...
AkaiR It is! Seems like the invite just expired. Should work now.
rosse119 I'm not sure if you've made a mistake writing this post or in the expression itself but:
Check out the Immediate If Object, with it you can carry out if statements within expressions which is pretty close to what you want, such as for your example:
-1 * CompareIntegers( "Immediate If...
Here's a simple example without using any additional detectors: 24235
Adding to what PBarwich said, OWidth changes depending on scale and rotation (lets say its a rectangle covering the entire object).
So if you scale an object more than twice this will happen (e.g....
I once had the same issue with some frames being invisible when they were clearly visible in the image editor. I had to delete the frames and/or animation to fix the sprites affected. Not sure what...
They are only there for backwards compatibility.
Would I want an improved set of built-in-movements? Not really. No matter what they won't be as customisable as one's own movement.
You're posting the imgur album, not the direct image link which would look something like "https://i.imgur.com/randomimagename.jpg". If you can see the image on imgur, try right clicking on it and...
From my observations:
The collision between two objects or object colliding with the background behaves differently depending on what built in movement you have selected on said object/s. By...
I draw final graphics (or close to, like only needing few tweaks after) if the particular thing is really easy to implement.
However, if the code is really difficult I don't usually bother with...
huh, don't know why the attachment didn't work sorry.
Here is a simple-ish example. The for each loop is not needed but makes things tidy:23614
It is not 100% physically correct (Bullets move faster the more the crosshair is away from the shooting...
I tried setting the bracket to full dark grey texture, there is still a white border/background (meaning the colour doesn't get picked from the texture)
I'm making a dark skin and everything is going well but for one thing, I can't seem to change the folder colour of those white blocks that appear with brackets when you open the folder....
There is a Window Transparency extension at the extension manager or Phi's extension database site. It has an option to work with sub-apps.
Those two events run at the same time at the same frame, so this is what happens:
Left Click is triggered
Alt value is 1 so add 1 to it with a total of 2
Alt value is 2 so subtract 1 from it,...
It's visible now. Thanks for this again, I'll also buy the profiler when I get the chance :)
That looks extremely useful, nice!
Since I can't buy this yet (don't have paypal myself) I wanted to check out the extension, but the other thread doesn't have the download link (and the extension...
You can also set a global value or any value to 0 with an always event, and then checking if anything other than the stopped animation is playing, setting that value to 1: 23214
Fusion follows the same principle of what operation gets calculated first and can be abbreviated as BODMAS or BIDMAS
Orders = Exponents (Powers, roots, etc. not in fusion's case as square...
Here's a simple way to do this: 23189
For multiple different actives, you can start the for each loop on a qualifier with all the objects instead.
I think he means something along the lines of: 23188
If I recall correctly, it's impossible to activate/deactivate groups by expression/calculation as group names are only in the Fusion editor and...
Hey, just needed to set up new Top, bottom, left right for the expressions: 23187
1) The array object holds a lot of numbers in coordinates from 0/1 onwards, expanding the further coordinates are used. Arrays are much faster than INI files.
2) As you said, it either stores...
Like so? 23183
It's most definitely because you have an alpha channel for the imported image, which is changed individually.
Click the fish-looking icon here:...
Yes, all enemies/squares will have an individual PMO.
In the condition:
The first object is what you're picking, and the...
You can also purchase Fusion from the webstore: https://shop.clickteam.com/uk/game-app-creation/11-fusion-25-standard.html
Which you are given a serial key and a place to download fusion.
Here is an example of making enemies move with for each loops and platform movement object: 23114
My example here shows how each individual object can get a platform movement object and make it...
N64Mario: Yeah, it's an issue that I have fixed with a pretty overcomplicated way, but hey: 23065
For the Level complete image, you can untick "Create at start" on the active object that has the image in its properties:
Technically all of the conditions on the left of the event editor are If statements, except from green ones which are triggered (functions)
The answer to the third question technically is to make...
Hey, I've made a hopefully simple example on how to do this: 23057
I'm pretty certain Fusion 3 won't be much of a difference to Fusion 2.5, I mean by how you make games, it'll be the same no-code interface. The "C++" part will just let advanced users smooth out...
Perhaps what you're looking for is the Surface Object? You could make it work like a graph creator.
You've mixed up x and y in the atan2 function.
Simply try ATan2( Y - Y2, X2 - X )
...where X and Y is the position of the object, and X2/Y2 is where you want the object to look at.
The "Compare two general values" does not scope anything.
I think if you have one player, then just do a for each loop for all those other actives and put this event in the for each loop.
Pretty sure I have from what I recall (I remember Tri talking about it vaguely) but not entirely sure.
I would make it opensource. However, .mfa corrupted somehow, most of the time when a change is made the app can't ever be executed (freezes at the beginning, sometimes wakes up 5 minutes later).
RobV, a rework is planned. Not entirely sure when it'll be done as I have college work to do.
this redirects to the firefly channel, but there are many which you can switch between in the click converse server.
I'm extremely busy at the moment with college and things (signature shows what I'm currently working on) so firefly world editor has been put away right now, world editor source being corrupted...
Where are the options?
Is there a way to possibly do this / not difficult to implement?
By multiple materials overlaid in one object/node, I mean several materials can be on an object at a time, I don't mean by...
For your information, DeltaTime using FrameRate should not be used. Using the timer variable should be used instead. Example (showing accuracy and how to use deltatime) here:
You can save X and Y position as was said above, but I would say to take a different route: Save all key input changes and apply that to the player. It'll be much smaller in size comparing to saving...
Dev618, you need to select the displayed image in order to change it.
Found in Surface Object: Images: Select Image -> DisplayImage("Surface")
Entirely new actives for each different states is not a good idea. Creating and destroying objects is quite expensive on performance so I don't recommend it.
Anyway, I think what you're asking for...
Hey, am I late? I have this mini example (If I understood correctly): 22528
There is a html document found inside the Clickteam Fusion folder\Tools\Firefly World Editor
However, the files the editor generates can't be loaded into your fusion apps yet and is still worked...
My game's character by default is 12x13. That is original size, so if you count the screen scaling, it would be 60x65
Pseudorandom Number Generator
A linear congruential generator that does not need any...
I have replaced:
Set Player X to
X( "Player" ) + Horiz( "Player" )
Set Player X to
X( "Player" ) + Horiz( "Player" ) / Abs(Horiz( "Player" ))
Your questions were pretty much already answered in this thread, but I will answer them again:
Firefly is better and easier than the OpenGL extension, it also has continuous support and development....
You can use Mouse Pick for this, it returns x y z of the area that is touching the mouse and the fixed value of the object
At the moment Firefly is the topmost object in the frame (Meaning all objects are behind it, even sub-apps) because of technical stuff, although there are 2D Image and Font objects to compensate....
Disable / Untick Cast shadows in the Firefly Engine properties, this is known to cause issues.
On some builds of Clickteam Fusion the "Handle background collisions even out of window" is inverted, so if you have it ticked try unticking it.
Firefly is a 3D engine which renders your models and things alike and makes them move. For actual creation you will have to make and animate your models in another program. A free one you can use is...
ah, wait then. Do you have any mfa to show this bug?
You have to run the application, not the frame. F8 instead of F7, or:
Try disabling "Cast shadows" in the Engine properties. It might be caused by that.
If you have more objects, you need to manually add them to engine on start of frame (Just like I did with the Primitive)
The first point:
Materials can be painted on objects by inserting it into a level, selecting it through the explorer and double clicking “Material” in the object Properties. Doing so will make the...
Hello cel, do you have any feature suggestions for the world editor? It's still at an early stage and I would really like a list of things that would make editing scenes easier.
Change event 9 to "Bullet overlapping target" instead of "Bullet collides with target", the bullet does not EXACTLY touch the perimeter of the target so this event will only rarely work, so it should...
I also realised the game does not pause when you press esc :P
(The game also bugs out and sometimes crashes when you alt+tab from it and back to it)
Yeah the processor is the weakest part, though...
I have a gtx 970m + i7-6700 2.70Ghz
For the first few levels it looked like I had around 20 - 35 fps, it was not stable
For the other levels, I had more but it still were dropping frames, around 40...
I got a chance to play this game and here are my thoughts:
Controls are easy to adapt to, and levels are easily understandable.
No settings / options menu, why? I'm pretty sure that is a...
It can be found there, unless you have the free version which it may not include it, I am not sure about that. (Although the...
Oh, you don't set it in Set Direction, you set it in Scale and Angle -> Set Angle
I also swapped the order of YMouse and Y Turret, if you noticed.
Yours: ATan2(Y( "Turret" )-YMouse, XMouse-X( "Turret" ))
Mine: ATan2(YMouse - Y( "Turret" ), X( "Turret" ) - XMouse) + 180
Use ATan2(YMouse - Y( "Turret" ), X( "Turret" ) - XMouse) + 180 instead.
I don't see the other problem?
Ah, I forgot to delete them. They were just for testing :P
Here, this just makes the wheels rotate accordingly, as well as inverse when the car is reversing.
I hope Fusion 3 gets a better parenting feature, like folders and items inside it. A parent is a folder which can contain objects, which can also have items inside. If you clone or create the first...
You're not actually destroying the health bars of the destroyed parents, they are just out of frame so they aren't visible, look at the debugger and see how one object is destroyed when you destroy a...
Let's assume your object is this:
Pixels in blue is the image, in red is the collision mask, in purple are both.
Add ( Player Y Position is lower than Platform Y Position ) to the collision event.
Wow, that just blew my mind.
Yes, that fixes it...
Simplest answers found in places you'd never search in XD
Ah, I see, your suggestion worked. Thanks! And yes, it's very strange, it does not happen because of slight delay, but the collision code that does it is a bit broken or does not update the right way...
If you have a lot of big images, that might be the issue. I can tell as It's an 79.4MB .mfa file... (And I have slow internet, took me over 10 minutes to download :P)
Images are rendered by first...
The examples are found in the bug tracker link, as I said twice already.
However, I will just post them here... ._.
Fine detection is on for all objects. I am also using "overlapping" not "on collision" event. If what you were describing with the fine detection thing off were true, there would not be active...
I found out very recently that collisions are a bit, to very bugged when you use the Scale and Angle actions.
Here is a screenshot: (If an active touches the black box, it goes transparent)...
I'm creating a tool for making levels for games made in Fusion, it will include:
Transformation ( Moving, rotating and scaling selected objects or grouped objects )
Copy & Pasting...
Is there an efficient way of detecting any key when it is pressed down or released? I tried to use the Control X extension, however there is a bit of a problem with it:
When two or more keys are...
I believe Window Control object has a feature like this somewhere. Go look into it.
Setting to 60 fps should NOT lower performance nor make the game stutter more.
I assume you have Delta Time implemented if you're changing frames per second (By an action in the storyboard object,...
You also have to stop the red bar when the collision triggers, I might edit this post if I figure out your first problem.
Well, what exporter are you using? The built in one (Windows) or the HTML5, or whatever Newsgrounds uses?
We cannot really tell what is happening here, it can be either the software's fault, your...
Set angle to: value * 1.0 / 350.0 * 10.0 + 90
This is a support forum, you don't need the [HELP] in your title.
I've edited your example:
X Velocity is based on: Cos( ShootAngle ) * Speed
Y Velocity is based on: Sin( ShootAngle + 180 ) * Speed
hmm, well then.
This could be a bug on how the backdrops' collisions are calculated, if it does not occur in active vs active collision.
When writing quotation marks in strings, you have to write it twice, so your example would be:
<image filename=""test.png"" x=""256"" y=""256"" z=""25"" />
I have actually never used global events. I make a "gameplay" frame and a level editor which enables me to place same objects in different places and different alterable values.
Also, I think if...
@Del_Duio, "Name exists" is actually checking for a file with the parameter looking like:
Therefore, it should work.
I have a fix for this issue. This is how you can work around it:
Create two frames in an animation, the first frame being one pixel smaller in width and height, you will have to loop the animation...
This is quite easy using for each loops.
Here's an example: 20516
You can use the File Object and its condition "File name exists?" or something like that.
In order to get Ultimate Fullscreen Object working, you need to press Yes on the dialogue when you first create it or change the options yourself.
Then recreate this event:...
I think you'll need to do this position adjustment in order for it to be in the place you'd like.
(Position - WindowSize/2 ) * LayerCoefficient
You'll need to either add or subtract this...
Here is a different way of achieving a "pin" like effect, while still also being able to move and such.
I believe Standard exe apps do not use the GPU, giving them a disadvantage and will run slower as a result.
Oh, I didn't talk about loading, I was talking about using the ini in conditions. You should be fine unless you have a LOT of events calling it at the same frame. I might have exaggerated a little...
Here is a method of creating 360 degree shooting without any extensions:
I think this is much easier than what you're using now.
@AyreGuitar: Your suggestions will not be 360 degrees,...
What I would do is make an Ini++ 1.5 Object and Control X object inside my frame, make a couple of global values called "left", "right", etc. Then, I will make events to change those values based on...
I've currently have a huge problem with the Surface Object.
It does not want to save images.
This bug might have appeared from the latest builds of Clickteam Fusion.
Can anyone else confirm...
hmm, I made it so there are two images, one RGB valued, one is an alpha channel in RGB channels. Is there a way to have an image inserted into another image's alpha channel?
I will mess around in...
At the moment I'm trying to make it so you can draw on an image. But at the moment, setting the alpha will make the image's alpha disappear, instead, the image's pixels' alpha is either 0 or 255.
I got it to work, it was because the hidden colours being transparent so I've set it to check alpha as well, however, it seems like "Set alpha at 0,0 with 255" and any alpha setting tools remove...
I've been messing around with the Surface Object for a while until I've encountered this bug:
Any loaded images get call-backed wrong.
I want to make it so an active object is created if the...
Nothing happens on my end as well.@AyreGuitar :S
By process of elimination I've found out that this action causes the Ghost Object:
Start of Frame -> Create object Active 2
I have discovered a way to make a / recreate the ghost object (bug) in your application. I am unsure if anyone else found this.
I've tested it quite a lot so I'm very sure you will be able to...
The GameJolt API has been updated to v1.2.1!
Here is the full changelog:
New foreach loops have been created, enabling you to quickly see if the command succeeded or not. e.g. "login:true",...
I have tried recolouring and redrawing all of the falling sprites by hand through the fusion editor, and this seemed to fix the problem entirely. I cannot recreate this bug anymore (Importing the...
I've encountered a very strange bug today, it involves active's animation frames.
As you can see here, this is a player made up of different actives for customisation, however, the new body object...
I guess this happens because:
The "Object A overlapping Object B" will scope Object A and Object B, making one inventory light up.
However, "Object A NOT overlapping Object B" will probably never...
Ah, I see.
Could someone tell me what do the new options for the "Response code page" do?
"From web page"
"Use application language"
I only know what the UTF-8 Option does, could anyone tell me...
Instead of removing the thread, you could link the example you found to here so that people who have the same problem can easily find a solution.
You can set an alterable value to pvelocity, and check the alterable value so you can check it for individual instances.
I've made this example a while ago: 20281
In addition, I don't think the objects are paired because of the alt value, they are paired by what they are created on (Relative to parent).
So you can create your own movement with the Static Physics Movement then, you can customise it to your liking.
I just suggested 8 direction physics movement because physics usually have better...
You can use the Physics 8 Directions instead of the Standard one.
Here's an easy example:
You can use xLua extension to do what you are explaining here.
Of course, xLua uses the Lua programming language for its scripts. (Scripts can be started and inserted in the fusion editor and...
I always used "Collision between" and nothing ever broke.
I find using overlapping more buggier than the first option.
I suggest to replace "overlapping background" to "collision with backdrop", it might improve.
Enable the bottom option:
Can we see your .mfa file so we can see what is the exact problem?
This doesn't sound right.
The following boxes get scoped with the Collision, then out of all of them that have been scoped, only one is picked...
Can you send an mfa or upload a screenshot of the...
You can create different versions of the same game in different .exe files (That have either Standard or DirectX8/9) that are run whenever different options are selected.
I guess you can't change...
You can use the condition "Pick one of Box" found in "Pick or Count" to only work on one box in one event (therefore, the player won't accidentally collect 2 boxes)
I've made an addition to my Inventory Example, and works by Inventory Actives, not positions like the example you've provided.
Use the Web Control Object to do this. Not entirely sure if available in Clickteam Standard.
Is it just better to use a For Each Loop instead of a Fast Loop? You don't need to do the "Spread an ID" then.
No, however, it is possible to assign objects to separate PMOs (The Separate PMOs are not clones, they are the same object)
There was a pretty good example here somewhere.
Here you go,
That's it, thanks Jeff!
Given enough time to know the API like the palm of my hand, I could find out how to use the API and use its service.
It really depends what is required to connect and use the API, I don't know any...
Here you go, you might want to play around with the threshold of when the velocity is becoming destructive.
GameJolt is an extremely solid service and the community is huge, if you can stand out from the crowd, more and more people will notice you (Most popular games have up to a dozen million views). It...
I've recently updated a widget I've created, it uses the Get Object and String Parser.
However, some people have a problem opening the file, saying they don't have the Unicode version of the Get...
I have updated GameJolt API, remaking it entirely. And now it works with all platforms!
Click here to download: http://gamejolt.com/games/clickteam-fusion-2-5-mmf2-gamejoltapi/27301
Here's the thing Schrodinger and Sumo are talking about, visualised.
Red Outline: Visible Frame Area
Blue blocks: Actives as tiles
Use a for each loop for this, with the following code:
---->> For each object of ("Bullet") named "loop"
-> On foreach loop named "loop" for ("Bullet")
---->> Set internal flag 0 on...
It seems weird that you can control the resampling options for resizing the active picture, but not for rotating it. Well, in runtime anyway.
It's quite weird to have these as a separate option,...
I'm currently making a program which has a lot of INI objects in, and are loaded at start of application and saved at the end of application, such as configurations. Which would be the best location...
You can use the INI++ object for this, interpret the Groups as separate profiles, with items as different values. e.g.
Is this what you're looking to achieve? 20100
Well, oops. Apparently Multiple selection pathnames worked, though my app was getting rid of it by accident XD
This isn't a "very stupid feature", it's a literal pathname that you're giving to Fusion, it won't just change the pathname depending on who's using it.
What you can do is put the gif where the...
Is there a way to get the directory the user selected the items from?
You might try using the "ExpEval Object", it evaluates strings as complex expressions.
Or use xLua to return an expression's result to you.
Sub-apps do open in another window, just tick "Popup Window" as well as "Border", "Dialog Frame", "Caption", "Tool Caption" and "System Menu".
However, if you're talking about a main window, you'd...
That's odd, can you give us an example .mfa that reproduces the problem?
Here you go, it should work.
Thanks for the suggestions! I'll see what I can implement into my app.
Can you add a detailed description of what you're looking for? Some / Most artists specify in certain things so more info would be useful. :D
This time I got it right, it's:
( Tan(180 - Angle ) * (ObjectY - YValue ) )
The expression to finding "Position I need to know"'s X relative to Start Position of object's X is simply:
( ( ObjectY - Y Value ) * 1.0 / Sin( 180 - Angle ) ) * Sin( Angle )
The expression that would work with scrolling is:
X: X Left Frame / 2 + Right Frame / 2
Y: Y Top Frame / 2 + Y Bottom Frame / 2
I'd be cool if Fusion had its own functions, like so:
Writing an expression like "F$(FunctionExample,Parameter/s)" anywhere will execute an "On 'FunctionExample' Function" event, which will have...
What I suggest to do is:
Have a list object, but make it hidden,
edit it so it has all of your achievement's names.
Make a fastloop, going through all of the list's lines, and set the "line data"...
hmm, I am a bit unsure how you've got it set up currently, but I have some ideas.
Have the Minimap as a subapp, add some virtual frame width and height to it (To fit all of the minimap) and...
hmm, I'd be quite tricky to implement collisions like that. My example already has collision in it but it's buggy sometimes and it will even more be buggier with the sprite changing angle.
Here's an example I've done, places an inventory item in the first place available
It uses For Each loops and stuff, 7 events in total (excluding comments)
Sorry, but I couldn't annotate...
I've edited an example I've previously done, with some little bugs here and there but I hope that you'll find it useful. :D
Edit: The walking without a spacebar is just regular Up Down Left...
Here are two ways of doing it, with fastloops and with physics.
+ (compare two general values) Find(" "+Text$("DataGrid", LoopIndex("search"), 2), " "+<FINDING TEXT HERE>+";", 0 ) >= 0
should *technically* work.
Or, you can use the text tokenizer,...
I need to disagree with you here, loops are extremely useful, they can be used for pretty much anything.
- Loops becoming functions
- Moving bullets incredibly fast, with...
The fault of your example are the first few lines,
You're setting a value to the player, which selects only ONE (and the first created) enemy there is on the frame, therefore, even with foreach...
Thanks guys for the info! :D
And thank you schrodinger for the speed tester, I'll definitely use that in the future
You can do it by the condition:
If Bonus Counter's value is higher than 0
-> Add 1 to score
-> Subtract 1 from Bonus Counter
This will make it so one point is added per frame (60 times a second)
I have a project where a lot of events are executed in a (quite big) loop, which have similar conditions, except for maybe 1
* On Loop "Main"
* If something1 is true
* If something2...