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  1. You say that loading this graphic is the first...

    You say that loading this graphic is the first thing the engine frame does, but have you tried making it the only thing it does? For the very first fps I mean. Like maybe you could delay/deactivate...
  2. All the engine does is create copies of each...

    All the engine does is create copies of each object (with "0" qualifier) then set their position accordingly. All the code is in the "shadow engine v1.0" objects behavior. It's set up in a way to...
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    Sticky: I've done some more testing and can now reproduce...

    I've done some more testing and can now reproduce it consistently. It happens on all sprites (both actives and backdrops) of all sizes. It happens both in maximed and small picture editor window....
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    Sticky: The cursor in picture editor is acting strange,...

    The cursor in picture editor is acting strange, sometimes the mouse cursor seems offset. It's doesnt happen on every pixel but it was introduced in the latest update (maybe because of the new zoom?)...
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    Sticky: @NaitorStudios Look I've already posted pictures...

    @NaitorStudios
    Look I've already posted pictures and explained what I meant in this very thread, but ok here it is again:
    31906
    This background now shares it's color with "Main UI - Control...
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    Sticky: Yes I know you can change it globally (just like...

    Yes I know you can change it globally (just like with dark skin) but I would still call that being omitted since there's like a gazillion settings for the storyboard/frame/event editor but none for...
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    Sticky: Yeah I know and I have. Currently I'm using the...

    Yeah I know and I have. Currently I'm using the Default (old) skin with some tweaks of my own. However there is a huge omission regarding the picture editor which for some reason does not seem to be...
  8. Replies
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    Sticky: Glad you're happy but don't go dismissing other...

    Glad you're happy but don't go dismissing other peoples divergent opinions especially when it's on topic regarding the key point of an update.
    I'm sure you could get used to a lot of things but that...
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    Sticky: No, that's obviously not what I meant...It's...

    No, that's obviously not what I meant...It's this:
    31893
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    Sticky: Glad to hear it. What about the icons? Are they...

    Glad to hear it. What about the icons? Are they compressed/encrypted/embedded in the exe with no way to change them?
    Also it would be much appreciated if there was more customization options for the...
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    Sticky: Thanks for your acknowledgement of the issue. I...

    Thanks for your acknowledgement of the issue. I already have that stuff turned off in windows though. I've played around with various windows settings but nothing really improves it.
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    Sticky: Yeah the toolbar/property icons. Ideally it would...

    Yeah the toolbar/property icons. Ideally it would be possible to just use old (legacy) UI but I guess you had reasons for not doing that, but is the new icon format compressed/locked ? I'll edit...
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    Sticky: Any way to revert back to old ui icons?

    Any way to revert back to old ui icons?
  14. Glad to be of help! Oh and yeah, fusion needs to...

    Glad to be of help! Oh and yeah, fusion needs to include the samples for expression scoping to work sorry I forgot to mention that.
    Seems to be lots of gamedevs in Finland btw, very cool and tack...
  15. I thought I'd share how I'm doing it because I'm...

    I thought I'd share how I'm doing it because I'm using randomized samples from a pool and had trouble scoping what sample to manipulate since the name would change. A simple solution is using a...
  16. I've also been wondering about this. It would...

    I've also been wondering about this. It would make sense if objects allocate memory or whatever whenever they are created/actually exist but why this number is configurable at all is puzzling.
    I'm...
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    Seems fairly straightforward if you just want it...

    Seems fairly straightforward if you just want it randomized?
    A very simple idea is to create the pieces (ships) you want and then place the ships randomly at a grid, if it overlaps another ship or...
  18. Does high values in number arrays affect performance at all?

    Does it matter (in terms of performance/memory usage) if you use high values in an number array vs low values or negative values?

    Ex: Filling an number array with a thousand value "2" vs a...
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    Thanks for the tip, I'll check it out.

    Thanks for the tip, I'll check it out.
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    Do you have any "List objects" in your project?...

    Do you have any "List objects" in your project? That can cause have a major impact on scrolling like the way you describe it. I'm using it as a database/pool in my current project and it works great...
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    Wow did not expect updates for the Picture...

    Wow did not expect updates for the Picture editor! That's great since it's still my main graphics editor, even though there's superior alternatives I'm just so used to it after having used it now for...
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    Alpha channel VS Blend coefficient

    Obviously alpha-channels gives you control over each pixels transparency whereas blend coefficient applies to the object as a whole but,
    say you have a simple object with just 1 frame that you...
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    I've used a variant of muddymoles method but...

    I've used a variant of muddymoles method but instead of the array I had it set up so a first pass sets the tile using a direction and a second pass use animation frame for the inner corners. So my...
  24. Objects that are lit and objects that arent,...

    Objects that are lit and objects that arent, since they apparently would have to be on different layers. (objects on different layers can't collide, this is what I was trying to find a shader...
  25. Thank you for taking the time to explain. Though...

    Thank you for taking the time to explain.
    Though I don't really get your last points as I'm not really trying to emulate or replicate anything, I simply don't want overlapping lights to add up.
    I...
  26. Well I realise the more I try to learn about...

    Well I realise the more I try to learn about shaders the less I understand...

    Anyway, it would be even better if I could have multiply_as work on an object covering the screen instead of layer....
  27. Cool! I want to use dx11 though, so in the .hlsl...

    Cool! I want to use dx11 though, so in the .hlsl file do I need to change both these registers

    Texture2D<float4> Tex0 : register(t0);
    sampler Tex0Sampler : register(s0);

    to 1 ?
  28. Ok this is how my layers are set up currently (1...

    Ok this is how my layers are set up currently (1 is to the back and 4 is to the front):

    1 - "game, most stuff is here" - shader: complex-software zoom
    2 - "lighting" - shaders: multiply_as...
  29. Exclude layer from frame effect and/or effect stacking?

    Any chance for more control for layer effects (exclude layer from frame effect) and/or effect stacking?

    For example, I'm using a zoom shader which needs to be applied and set for each layer I want...
  30. Right. Thanks for the clarifications, color...

    Right. Thanks for the clarifications, color models is a complex subject. Just to be clear I didn't mean to imply that anyone was doing things "wrong" (thats why I wrote "correct" with citations)...
  31. Yeah sorry my test apps are a mess. I think my...

    Yeah sorry my test apps are a mess. I think my initial testing might have been done with C-S shader and then I have switched to muddymole's for the mockup, wrongfully assuming they were the same,...
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    Sticky: Second this. The only thing I'm personally...

    Second this. The only thing I'm personally interested in is more DX11 updates. DX11 is imho easily the best feature fusion 2.5+ brought but it seems like it hasn't been getting the love it deserves....
  33. Ugh...I'm getting very inconsistant results using...

    Ugh...I'm getting very inconsistant results using various saturation filters. For example this is the difference between Complex-softwares saturation shader (left) and ShaderMask 2 (right)
    31191...
  34. 1920x1080 and the amount of lights shown at the...

    1920x1080 and the amount of lights shown at the screen could easily surpass 100+ objects. My project is a type of colony sim/village builder game so I have little control of how many lights being...
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    Haha that goes for me as well!

    Haha that goes for me as well!
  36. Right. Yeah, the in between colors is not the...

    Right. Yeah, the in between colors is not the desired effect.
    I'm a bit confused, did you add the alpha channel toggle or was this just something you tested? Is there any difference in DX11 in the...
  37. Yes, man you are fast! Thank you! I would...

    Yes, man you are fast!
    Thank you!

    I would like the effect to be blendable in this way:
    31183

    As seen it can be achieved by adding a lighten (photoshop blend mode) shader on the mask object...
  38. [Request] Saturation mask DX11 with added feature

    I would like a shader that works like Muddymole's Saturation Mask but I was wonder if it would also be possible to add a user set parameters like
    Saturation = value (anything covered in mask would...
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    I think the reviewer is just implying that "since...

    I think the reviewer is just implying that "since it won't run minimized, therefore by that logic, it forces itself on top" ?
    Neat that you made Plantera. I actually bought and played it a few years...
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    True. Any steam API should be supported if...

    True. Any steam API should be supported if possible.
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    While I can symphatize with CT being spread too...

    While I can symphatize with CT being spread too thin, anything involving steam should be prioritized imo. It's de facto the place where virtually all pc games will be distributed and played.
    That...
  42. There's no rush on my part, if it gets fixed and...

    There's no rush on my part, if it gets fixed and included in the next update that's cool :)
  43. [Bug] Surface object Draw rectangle/ellipse

    The surface object seems to have a bug where these actions are swapped. Drawing an "simple" rectangle or ellipse prompts you to make an outline where "with outline" does not. It should be the other...
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    Oh I see. Well thanks for the info. I'll just use...

    Oh I see. Well thanks for the info. I'll just use the surface object.
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    [Request] Set pixel color

    I want this simple effect, set pixel (x,y) to color (rgb).

    Basicly the same function as Surface objects "set pixel" action (Surface : Set pixel at (X( "object" ),Y( "object" )) to GetRGB(255, 0,...
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    Thanks a million! I really need to brush up on my...

    Thanks a million! I really need to brush up on my math...but now I can finally implement the zoom function in my project.
    The corrected version should prove useful for anyone else who wants the...
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    Thanks it's fine for now I still have more...

    Thanks it's fine for now I still have more testing to do before I know what I really want but I might have the need for a custom shader in the future.
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    I see, once again thank you very much! Yep I...

    I see, once again thank you very much!
    Yep I realise I'm using the effect in an unintended way here (as you say it's meant for objects with corresponding normalmaps loaded into the tileset) but I've...
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    Regarding the TileNormalMap shader could you...

    Regarding the TileNormalMap shader could you check this please? The effect is different in dx9 vs dx11. Do you know why?
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    Still you managed to do it in record time! :D ...

    Still you managed to do it in record time! :D Thanks a lot!
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    New problem. When scrolling to edges while zoomed...

    New problem. When scrolling to edges while zoomed in the mouse gets offset once again and I don't think I'm handling the edge scrolling in the best way.
    BartekB (or anyone) please check out my new...
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    [Request] Tile normal map DX11

    Could someone please convert TileNormalMap shader to DX11 ?
    Thanks!
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    Have you tried stretching it by code? It...

    Have you tried stretching it by code? It shouldn't use more ram.
    (ie. Make a 12x12 black object and then scale it up at runtime using "Set scale to 1000")
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    Ah I see now. Since my current project depend...

    Ah I see now.

    Since my current project depend on pathfinding I'm very interested in the subject.
    I've been using a solution based on SolarB Tower-Defence-Kit-ALL-PLATFORMS which I've modified to...
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    Looks great! Say, I was under the impression...

    Looks great!
    Say, I was under the impression that the list object is one of the slowest objects in fusion 101380-The-Clickteam-Fusion-2-5-optimisation-amp-performance-Hard-Data-thread so I'm...
  56. An easy way to get the red tint flash effect is...

    An easy way to get the red tint flash effect is to use the built-in RGB coefficent effect. Do something like:

    * Collision between bullet and enemy
    enemy : Set RGB coefficient to 255

    and...
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    You should definitely consider using arrays...

    You should definitely consider using arrays instead of inis for saving. In fact inis are the better choice only when you actually want people to be able to edit them, such as storing video/language...
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    Volnaiskra Thanks you're the man! Good idea but...

    Volnaiskra Thanks you're the man! Good idea but for now I've worked around it by simply adding conditions

    I would like to know for sure what's happening here. It seems like it's counting the...
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    If anyone could check the file to at least...

    If anyone could check the file to at least confirm that it's happening on your end as well that would be great.
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    Yes, I'm using build 293.6 (beta, steam) Glad it...

    Yes, I'm using build 293.6 (beta, steam)
    Glad it was (already) fixed ;)
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    For what it's worth, I'm not getting the black...

    For what it's worth, I'm not getting the black lines in either mfa, but they do appear in the exe.
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    Critical bug or weird limit reached?

    I've encountered a critical weird behaviour.

    In the example I've been adding write actions to the array but once I hit 36 actions all sorts of weird things starts happening, it seems to behave...
  63. I would actually use builtin ballmovement for...

    I would actually use builtin ballmovement for something like this, simplest way to get smooth movement for "free".
    I have some trouble picturing what you're actually looking for but something like...
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    Did some more testing and disabling the debugger...

    Did some more testing and disabling the debugger seem to fix the issue entirely on my end. After closing the debugger I cannot reproduce framedrops by moving the mouse regardless of pollrate. I know...
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    Interesting find. I've tried to test this on my...

    Interesting find. I've tried to test this on my projects and system and it does indeed seem that mouse pollrate affects framerate. I don't get anyway near such a dramatic framedrop though, in fact I...
  66. Yeah objects won't get destroyed until end of...

    Yeah objects won't get destroyed until end of frame (ie "garbage collection" is done after your code). This probably could be made clearer since it's not obvious.
    In your example you'll need to...
  67. Understanding Timer-based movement (it seems bad?)

    AFAIK timer-based movement only affects:
    (1) clickteams built-in non-physical movements (bouncing ball movement etc.)
    (2) animation speed of active objects

    Does it affect anything else?

    and...
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    Thanks for the confirmation. Yeah I made the...

    Thanks for the confirmation. Yeah I made the example loops as simple as possible for clarity, they aren't "real" practical code.
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    It really should be renamed "Bilinear filtering"...

    It really should be renamed "Bilinear filtering" because that's what it really is right?
    I mean anti-aliasing can be achieved through many different methods.
    And I have to say I agree with OP, it...
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    ForEach loops - sanity check

    This is a bit embarrasing but I've always assumed that when you trigger a For Each loop for an object it always runs for every one of that object and you would scope later in the "on loop stage",...
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    Man that was quick and easy, awesome! I suspected...

    Man that was quick and easy, awesome! I suspected it should be fairly straightforward.
    Thank you very much!
  72. Replies
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    Calculating mouse XY offset when zoomed?

    Using complex softwares zoom shader, mouse coordinates gets offset when zooming in and I can't figure out a formula to correct it (and no, moving the object to a non zoomable layer won't cut it)....
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    I took a quick look and it seems overly...

    I took a quick look and it seems overly complicated and I might be missing the point but,
    couldn't you do something simpler like if camera object overlaps "the colored rectangle objects" (using a...
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    Dang I was hoping for DX 11 support but I'm...

    Dang I was hoping for DX 11 support but I'm pretty disappointed it's dlc and months (?) away. I could understand DX 12 or Vulkan being a paid for option, but 11 is last gen and lots of software are...
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    Yes, I've been using clickteams stuff since K&P...

    Yes, I've been using clickteams stuff since K&P days (man, thats like...20 years!) and it's very frustrating when things you just don't understand pop up.


    I appreciate you guys confirming that...
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    I wish I knew why it won't work though as it...

    I wish I knew why it won't work though as it doesn't make any sense.
  77. Replies
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    Qualifier event not working as intended, why?

    I have five buttons (each a seperate Active object with buttons qualifier) and using keyboardkey 1 should select button 1 (by having flag 0 set to on) while deactivating the others (flag 0 off).
    ...
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    Yes, any improvements to performance is very much...

    Yes, any improvements to performance is very much appreciated. Good job!
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    Well I guess I could do the same thing with just...

    Well I guess I could do the same thing with just one additonal array and use it's Z index to compare ID instead. Looking at it now I can't remember why I deemed it necessary to use one array per...
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    Yes your example would basicly be correct. It...

    Yes your example would basicly be correct.
    It sounds simple and maybe I'm tunnelvisioning, but how do you propose the code for dude1 to check in road altval(1) ? A specific dude would always need to...
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    butterfingers Right, I'd post an example but...

    butterfingers
    Right, I'd post an example but stripping out assets I don't want public would take too long, so I don't know how much use this will be but since you ask I will try to explain more....
  82. Replies
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    butterfingersCorrect. To clarify, the second...

    butterfingersCorrect. To clarify, the second example is what I'd want (without using an outside loop index).

    I'm glad you confirm that this has potential use because I was so excited when I came...
  83. Replies
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    butterfingers Thanks but sorry I should have been...

    butterfingers Thanks but sorry I should have been more clear that I was hoping to do it directly in the expression editor without resorting to additonal objects,counters or fastloops.
    My check is...
  84. Replies
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    Yes I want to use it for scoping. There will be...

    Yes I want to use it for scoping. There will be multiple object1 and object2 and basicly object2 will store values (set to the index of "altval a" of object1) for each of object1. I can store this...
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    Can you get altvalN indexnumber ?

    I want to compare Active Objects1 altvalue A with = Object2 AltValN indexnumber, not the actual value stored in that position.

    Is it possible?
  86. Replies
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    Reinstalling mmf2

    So I just had a HD crash.
    Fortunetly nothing major was lost and I recently backedup of my whole mmf2 (b249) directory.
    Now I'm wondering if I can/should:

    A) Just copy over my backup dir to my...
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    Re: MMF2 Build 249 - Beta #5

    I would have to agree.
    I've been having some projects waiting for the finishing touches but I rather use the latest stable build for it. If there's no known issues with the patch notes you should...
  88. Replies
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    Re: Color Color Color :Important

    Here's an example I made. I converted the ship to 256 colors because I was lazy. But it should be easy enough to do the original one provided that you have the palette for it (you could just...
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    Re: Horrible graphic bug.

    I think this has been adressed in the new build (currently in beta).
    "- Random images : also we might have fixed the problem of images randomly switched in some applications. Hopefully the 2 or 3...
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    Re: MMF2 HWA Beta 1f

    Yes! I've wondered about this myself. I really want this feature if it's not implemented yet.
  91. Replies
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    Re: Minimap Object - Public Beta

    ooh. Circular minimap option would indeed be very cool actually.
    Though I suppose you could already fake it by masking the edges of the minimap with an active object shaped like a cutout circular...
  92. Replies
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    Re: [bug report] HWA angle issue

    Ah great :)
  93. Thread: MMF2 HWA Beta

    by contra
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    Re: MMF2 HWA Beta

    I think I found an issue.
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=70823#Post70823
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    [bug report] HWA angle issue

    Simple code.
    If mouse if over active object >
    set active objects angle to active objects angle + 1.

    Try changing display mode to standard and it will work.

    Sorry if this has already been...
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    Re: Minimap Object - Public Beta 3

    The active objects has nothing to do with the extension.
    The set position will always lag if you dont use fastloops so theres nothing new there.
    The extension is perfect. Bring it out of beta and...
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    Re: Minimap Object - Public Beta 3

    Man you're working fast and hard! :)
    Just gave it a quick test with the HWA build and it seems to work great even when mapping thousands of objects.

    Maybe this isnt relevant but as fun...
  97. Thread: Minimap object

    by contra
    Replies
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    Re: Minimap object

    Really? Thats great news!
    Even though I've managed to make a fully working minimap with the overlay object I loved how easy and simple it was with the old minimap object. And it seemed faster in...
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    Re: Strange Animation Glitch

    check your hotspots. ("eye" icon in the animation editor)
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    Re: LIJI's button object?

    ooh bonuspack coming up ? :)
  100. Replies
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    Re: Submitting an MMF game to a competition.

    The runtime agreement is pretty clear about this:

    "In order to be able to sell your application, you must include in the software, in the credit page, presentation or end screen, the logo "Created...
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    Re: Toying with physics

    Just wanted to add to the praise and say that this is really cool! Awesome work!
    Oh and please just name it "Physics object" anything else is just sounds ridicilous imo.
  102. Re: Picture editor: color problems in 256 color mode.

    Seems to be working great :)
    Thank you so much for the unbelievably fast work!
  103. Re: Picture editor: color problems in 256 color mode.

    Great! Thanks alot.

    On a sidenote I must say that I am very impressed by the support you have for your products.
    The quick responses and your will to fix and add features are really something...
  104. Thread: MMF2 Build #243

    by contra
    Replies
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    Re: MMF2 Build #243 (Release Candidate)

    Could you please look into this Yves?
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=24765&page=1#Post24765

    It wont work correctly in this build either.
  105. Picture editor: color problems in 256 color mode.

    Strange behaviour in the picture editor while using a diffrent default palette and 256 color mode.

    Please check the example for a better description of the problem.

    These problems won't occur...
  106. Replies
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    Re: V-sync on/off at runtime ?

    Not really. You seem to be working hard and keeping a good pace at new patches/builds but if you could add it within the next couple of months it would be great.
  107. Replies
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    Re: V-sync on/off at runtime ?

    Cool <img src="/center/images/graemlins/smile.gif" alt="" />
    Thank you.
  108. Replies
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    V-sync on/off at runtime ?

    Is there any event that lets you turn V-sync on/off at runtime ?
    What I want is to let the player choose v-sync on/off as an option but I cant seem to find this selectable as an coding event. Is it...
  109. Replies
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    2,370

    Re: Changing the default palette

    Oh how stupid of me. I was looking for a *.pal file &gt;_&lt;

    And you're probably right about the palette. I think I might actually have changed the default palette in TGF years ago now that I think...
  110. Replies
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    2,370

    Changing the default palette

    Is there any way to change MMF2's default palette?

    I realise that you can load palettes in the frame editor but what I'd really love is to have all my new projects use the old cnc/tgf palette by...
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