Wait. WHAT? How. They're still not downloading on my end and I'm still getting the error.
I am so confused.
Type: Posts; User: dsilvers; Keyword(s):
Wait. WHAT? How. They're still not downloading on my end and I'm still getting the error.
I am so confused.
Alright I spiced things up a little bit, the results are the same but the data is a little clearer. It now starts with an Add Line function, which lists the Workshop item title. Each line stores the...
I was having that same problem too. It does if you convert the values to strings and add them as a line, but not if you add line data.
Make sure though that you've gone over to workshop and...
xxxxxxxxxxxxx
That should work unless a bot gets to it first, in which case I'll email one over to you.
My setup looks like this:
* SteamWorks : On loop through search content results in session "subs"
List : Set line SteamLastUGCLoopIndex( "SteamWorks" ) data to SteamLastUGCContentId(...
Gave this a test, tried it a couple different ways, and just couldn't get the list data to store the SteamUGCContentID. Always came out as -1. So, on a whim, I also added a number array to store the...
Thanks, Yves. This one's really got me in a panic. I dunno what the plan is if content isn't downloadable.
Here's the barebones version. Includes a the Steamworks object, an Active, a List, and String.
Edit: My bad, that still had the .NET extension in it by accident. Fixed now.
Sure thing. Should I leave in the .NET extension or send the more baseline, no-crazy-C#-functions version?
Been working with Phi and Naitor over on Discord, and here's what we discovered. Using the old .NET extension, Phi was able to whip up a function that converts a big number into a string. So loading...
Ok I have run into a VERY obscure issue. Essentially, at some point this summer, Valve upped the number of significant digits in Workshop item ID's from 8 to 10. This has put those values into a...
Off the top of my head, I think you could implement a simple time check using an alterable value. Once an ad is clicked, you set a timer for say 5 minutes, 10 minutes, an hour, etc. (just multiply...
The game works fine normally, but I can confirm I get some major slowdown when the ball tries to bounce off the side of the frame. I think you have some kind of infinite loop running here that's...
Thanks so much! Paid a ton of attention to details like fluidity this time around, even going so far as to add minor zoomie trail effects to the ball and paddle just for the sake of adding...
Yeah I'm starting to wonder whose dog I ran over. I don't even have a car. :(
But thank you! Been slow to catch on but every journey starts with a single step, and we have some exciting things for...
Mondrian - Plastic Reality
Launch Trailer
https://www.youtube.com/watch?v=W4Xj9mvdw10
Razer Chroma Integration
https://www.youtube.com/watch?v=G0tGrclYm1w
Now available on Steam!
29423
Hellooooo fellow Clickers! Okay, I can tell you have a lot of questions already. I will sum up:
Mondrian - Plastic Reality is the sequel to Abstraction in Beauty, which launched on Steam...
The easiest thing to do is just keep track of some other variables.
Fusion tracks alterable values as kind of Parent > Child. The first value tracked will always be the object scoped. If you did...
I also run BitDefender. Haven't had a problem with my big game, but for some reason the mini-app I made a while back that literally just calculates time and cost got flagged and deleted. That was......
You don't need anything special to open a URL, the "Execute an External Application" function will automatically open your default browser when its fed a URL. In your case, make sure your default is...
Best suggestion I have would be to animate each limb and the head separately, use the torso as the key object, and position the pieces based on the torso's hotspot.
I second the "Search by object in the frame editor." I do my best to keep things organized but it can be really easy to lose track of lots of different icons.
Latest gameplay video from Mondrian - Plastic Reality. Due out in about a month! AAAAA!!!!!!!
https://www.youtube.com/watch?v=Lr_hTJV14JU
Just resize and re-import? The order they go in is 256, 128, 48, 32, 16.
I'd love to be able to stream video directly off a server. Would save so much in file size.
A. The chance of someone decompiling your EXE is pretty unlikely. Most general gaming audiences aren't interested in going through that trouble and Fusion 2.5+ is not Multimedia Fusion. I'll leave it...
I believe it was said that the engine itself is not but the exported applications are. That's unlikely to last though as Apple is switching over to ARM processors for their future laptops and...
Yes, but I wouldn't use INI for that. INI loads really slow after it goes past 64kb & 1700 paragraphs of text will take up much more than that.
First thing I'd do is save each paragraph as a...
Hmmm question: would a VLC extension only support included video, or is there any chance it could also support livestreaming?
It looks like you're only retrieving Mail #1.
Run a Fast Loop called "getMail" and run it "Total Number of Mails" times. Then on each iteration of the loop, grab the mail of the "getMail" index.
"- Windows runtime: Array object Load File function is now faster (for text arrays)."
Einstein posited there is no speed faster than light and yet here we are.
Any proper MP4 video extension would be incredible. Not just for cutscenes but demo modes in splash screens and maybe even behind the scenes interviews and stuff.
Endless possibilities!
Use the Int function to convert a float to an integer. So it'd look like:
Int(10 pow 6) => 1000000
Tilesets would be incredibly useful but a much more in-depth system than a regular engine update would bring. I think just the fact that we can import a tiled image and split it up into individual...
Whichever. I only argue for Duplicate as its more industry-standard terminology. Clone is pretty unique to Fusion and honestly I haven't used Clone in about 6 years. These days I much prefer to have...
That'd be useful. But basically my suggestion was just that the Edit>Duplicate function only works with objects in the frame and it'd be nice to use it to duplicate lines of code or individual...
What I did in my game was create a Channel Controller object and basically run the sound effects through that. You have a value per used channel, and when they = 1, play a specific sound effect. It...
I have another feature request kiiind of on the same lines. Can we possibly get the "Duplicate" function working for individual actions? Say, for instance, I'm in the Event or Event List editor, and...
From my experience you're better off having lots of files and a very nice folder structure that you can easily access, rather than baking everything into the game. You'll reduce your game's load...
You're gonna want to create a sorting algorithm. Essentially, create an Array and an Active. On the Active, have six Alterable Values (int0, int1, arr0, and arr1). Load all the numbers into a Value...
Yeah I ran into that issue myself and even made a global event to delete the object but that didn't cut it. Then I forgot I made that event and started pulling my hair out as to why I couldn't get...
There are a few options here:
Break the image down into manageable chunks, like 500x500 pixels each, then load each chunk as an animation frame. Run a fast loop the same number of times as the...
Even 45 objects can be a hassle for the CPU. Remember, this is a single threaded engine. We had a similar issue in our game Mondrian - Abstraction in Beauty with chain bombs, so for the sequel we...
First check and make sure you're only creating one lightning bolt per loop, and it's not creating hundreds of them at once as the functions repeats over and over and over.
Second, you could create...
The "fast loops aren't recommended for Android" is advice from like 2014. The CPU's/GPU's are a LOT more powerful on more modern devices. You're probably clear. Worth testing.
That works if you're going to offer modules like I mentioned earlier, such as GIT/SVN integration or backend social/multiplayer features (ad networks, microtransactions, leaderboards, etc.)....
Subscriptions do have the advantage of lowering the barrier to entry though. Fusion 2.5+ Developer is, what, $460? For an indie starting out that intends to work on a 6 month project, that comes out...
date......
Generally I don't mind subscriptions, especially if there is a free alternative that offers fewer super-professional bells and whistles (thus why I started off with suggesting Git integration or...
I've been on 2.5+ since Day 1 and it's a serious game changer.
Uses 1/5 the RAM of 2.5.
Child events are incredible.
Microsecond timer is godlike.
I could go on but like, damn, it's impressive.
...
I'm running into some issues with this myself. Apparently my game simultaneously thinks an active upload session both IS and IS NOT running at the same time. I've copied the example code nearly line...
Okay, so we're all in quarantine, and many of us are trying to grab contract gigs to get remote work in and pay the bills. But all these invoicing applications are trying to charge me $45 a month...
Don't use this object. All of its functionality can be replicated with an Active object, using the XMouse and YMouse values, custom cursor images, and collision checking.
I think you would indeed have to go with the two box setujp. One of the ones on screen will be the password, another one on top of it will be normal. Make the checkbox toggle visibility between them....
There is a default Fullscreen mode you can set your apps to. You can switch between Windowed and Fullscreen mode under the Storyboard controls. You can still use Ultimate Fullscreen, Window Control,...
The only things about :cf25+: that may confuse you are child events, Alterable Strings on Strings, and Alterable Values on Counters, but these are all MASSIVE quality of life improvements that have...
Trying but no repro in a different MFA. Really weird. It's supposed to be that when the player collides with a block, a for each loop runs on the overall block qualifier to check for powerup...
I'm running into a similar issue. I have my objects set up so when the player hits them, it runs a For Each loop on the qualifier to scope through which object gets destroyed, and then destroys that...
"FUSION 3 IS DEAD!"
Video filled with Fortnite footage.
Ya okay. XD
... I think my headphones are dying lol IGNORE ME!
Whoa even weirder: it's a DEVICE issue. I switched from my headphones to my speakers (headphones are running off an internal sound card, speakers are off of a USB preamp) and now the sound effects...
I have no idea what caused this, whether it was last night's Windows 10 update or it's been like this (I don't think it has) but a bunch of sound effects in my game suddenly will not play. Some still...
Absolutely. Just set up a bunch of Alterable Values and iterate those every frame, second, tenth of a second, etc.
Here's a recent tutorial on Alterable Values that should help you get started:...
For the "Open With" menu I think you have to write something to the user's registry to recognize that. Not sure what it is.
Alternately you can use the Drag and Drop commands (under "Special" ie...
I haven't tested out the original Mondrian in a while but last I heard it didn't run great. That was probably a combination of me having not programmed the most optimized game, and Proton still being...
Long story short: find new ways to market and new ways to make money because the old guards ain't gonna help ya.
This is great advice all around. The one thing I would add is if you have local demo nights or parties, attend those, especially if you can't afford QA. The best QA is just getting people playing....
The issue is twofold. For one, the markets are extremely crowded, so unless you can find a way to stand out from the pack, no amount of discoverability is going to help players find your game. Two,...
String Object needs a lot of functions, like some way to set a text cursor active object and position for easier text editing, ie compatibility for custom Edit Text objects.
As for alignment, just...
This is a good opportunity for you to study how to create a quick level editor and use that. With an editor in place you can set a single frame dedicated to your game and not have to worry about...
I would maybe recommend using a List object as the pool instead, and put one number per line. Then you can easily make that List global, or save it and reload it, and it will always have the correct...
This is still a beta build right? Any idea when the release patch is due out?
This was huge but I'd argue the boost to 260 alterable values per object from 26 was even huger.
Are you changing the color of headers once or repeatedly? That seems like the kind of thing that could slow an application down if it's done every frame but wouldn't have any impact if it was only...
Hmm that's always been one of those basic optimizations I'd make for objects I knew wouldn't need an alpha channel. Guess I can shrug that one off.
I love you too! The Transparency box is just one of those things. It's a great RAM saver if the object is going to stay off-screen or otherwise be invisible, but if you suddenly need the object to be...
Do you have the Transparency and Save Background boxes checked in the object's properties?
So did mine, took me just a couple days to transfer everything over. I honestly thought it would be a LOT worse. You just need to make sure you have a legend handy to know what you're saving to each...
INI files can be edited. You can change the format extension to something like ".datastuff" or whatever to add a single hoop for them to jump through (though it will still open in text editors)....
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...
Instead of on Steamworks then, but in Fusion itself, have you given the application a name in its app properties > About section?
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...
Try switching the Windows exection level from Run as Administrator to None.
You have to name it on the Steamworks website.
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
RIP my hack of using movement numbers to store alterable values on strings AAAAAAAAARRRRRRRRRRGGGGGGGGGGHHHHHHHHHHHHH so much time wasted.[/COLOR]
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...
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...
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.
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,...
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...
And if you're zoomed in far enough, that green shouldn't show up at all.
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.
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...
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.
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....
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...
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.
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...
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...
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...
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...
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...
Angle and Scale on the Layer object would be a godsend. Consider me an early adopter and happy beta tester if this ever happens.
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...
My vote is for OBS or, if you're on an NVIDIA graphics card, ShadowPlay.
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.
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...
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.
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.
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.
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...
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...
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...
Hi. XDXDXDXDXDXD
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...
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...
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...
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...
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,...
Update: Found it.
https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt
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...
Or I suppose you could run the top-level application as one big, complex sub-app that always pulls from the updated MFA's...
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...
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...
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...
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...
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,...
Is that coming up? I know Alterable Value count was bumped to 255 and it is so very absolutely incredibly undeniably much appreciated!
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.
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...
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.
Tell me about it! Vector would be a much easier route to take for my current game, but alas, tis a raster engine.
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...
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...
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...
Yeah I noticed when I upgraded that RAM usage suddenly dropped to like 25% of what it had been. Kind of incredible.
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...
Video is finally live!
https://www.youtube.com/watch?v=wbNK6P2Nok0
And here is a blog post to go along with it:...
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.
...
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...
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...
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.
Hey Yves, great news! The microsecond update fixed the randomization problem in my title. You rock!
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...
No problem! I have bigger bugs to squash before then, but thank you for your help as always, Yves!
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...
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...
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,...
The "community passport" tab up top.
Fun. Here goes nothin'!
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...
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...
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...
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...
No I did, I meant literally in the event editor interface how do I create a child event, but I figured it out.
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
WOOO!!! Thanks Yves! And thanks to you and the whole team for the hard work! Enjoy my money. :P
What's the word, hummingbird?
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.
Soooooooooooooon™
Somehow my wish came true. I'm freaking out over here.
I know, that's why I specifically said "named." Alterable Value 63. is about as useful as Flag 63 back before 2017.
The only thing I would want more than custom qualifiers is more than 26 named alterable values per active object.
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...
Nicely done.
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...
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)....
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...
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...
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....
Day 2 buy for me, only because I'll be peddling my vanilla Fusion 2.5 game around PAX East on Day 1.
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....
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...
I think they said sub-events can already have sub-events, if that's what you mean.
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...
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...
Otherwise it could be a delta time function but I've never used those much.
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...
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...
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...
It will all lead here anyway, and most new users will know + is an upgraded version, so that won't matter too much.
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...
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...
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...
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...
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...
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.
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,...