That's not a lot of information to go with.
What's the nature of the problem? What have you tried?
Type: Posts; User: 4burner; Keyword(s):
That's not a lot of information to go with.
What's the nature of the problem? What have you tried?
I've done something similar but using true 360 degree. Set an alt val to the Angle of the Active instead of the Direction if you want more precision.
I suspect that the "Start Loop SSS" is removing focus/scope on the Active. Try flipping the event order so the loop comes after setting the Alt Val.
Holy Balls, I fixed it!
For those in the future doing a search and this comes up:
Instead of the loop being as described in the first post, there are two major changes; Firstly, instead of...
Attempted Fix #2
Instead of running the ForEach loop to determine Highest ID in the core loop, I separated it by having the loop set a flag on, and then in the natural cycle of events, the flag...
Pertinent info:
-Swapping the order of the button loops narrows down this issue. I swapped Self/Cast loops and now the MaxID return is only ever the highest of the buttons created in the cast...
Attempted Fix #1:
Instead of having the ForEach loop include the comparison, the ForEach loop now is;
ForEach SpecialTrayButton.Active "MaxID"
-> Set InfoTray.Active AltVal TempAnimation to...
So, as generally happens immediately after I hit post, I think I've figured it out. Looking at this loop:
ForEach SpecialTrayButton.Active "MaxID"
+ SpecialTrayButton.Active AltVal ID is GREATER...
Hola team.
So I have a basic setup involving a few actives that are created/destroyed/updated dynamically, as follows:
Player Clicks Unit
-> Run loop UpdateInfoTray
(amongst other loops, but...
I swear half my time is spent just staring, eyes glazed, thinking about transporting values from one thing to another. The other half is spent scribbling in a notebook or an excel spreadsheet. I...
Seriously you don't wanna know how long I was staring at the editor...
(it was 20 minutes :|)
Ugh.
Google came through 3 seconds later.
AltStrN$( "P2 Unit Inner", 0) is the expression I'm after. I'll see myself out.
Basically -
User clicks on Active Object A
-> Set Alterable String A (Active.Object B) to Alterable String A (Active.Object A)
It doesn't work. The Expression editor doesn't let it go...
Hi Team;
Currently working on a top down wargame. Your dudes and dudettes are represent by Active objects called Units and Mobs - the Mobs being the individual figures within the overall Unit. So...
I love these threads. Good job!
(Since this is the internet I should clarify - this is not at all sarcastic. I absolutely empathise with staring at your code, throwing your hands up and posting...
I'd say go check the Fusion 3 Current Status thread, but, no, don't do that. Unless you have strong opinions on things that simply must be shared.
Fusion 3 has multiple dates floating around. By...
Sort of like acceleration? I've never messed with the physics engine in Clickteam, but a spaceship game I cobbled together for Ludum Dare one time had an acceleration modifier. Basically if desired...
Excellent article Vol. Good investigatory work throughout hah. The Loop weirdness being experienced by everyone makes me feel a lot better about the hours I've spent staring at my events, silently...
Had this same issue with a game I was making that relied on the creation/firing of actives for the AI pathfinding. It all obviously went to hell when the AI went off-screen and would then stop...
Global Objects don't automatically appear in the other frames - you have to have the same object in all frames you want it to appear in. Correct me if I'm wrong here, but the functionality of global...
Not that I've ever put up a greenlight project, but it seems to me you may have gone too early. There's a potential there to the game - the shooting mechanic as a base looks fun, just needs more...
Thanks Vol - I don't think it was the optimisation thread (which is very interesting, btw) in which I read about the looping search, but I do recall it was in one of your posts that I did initially...
SO.
Lesson learned here; If running ~2000 loops from a single instance, don't!
I was getting a reliable hanging error if I was selecting too many upgrades on the units, due to the fact that the...
Voted yes. Looks great! Love the feel and vibe of the graphics, the movement, setting, everything. Great job.
So bizarrely enough I can't replicate the crashes. All the upgrade loops are done, and all working with the array and everything, so no idea why it was crashing last night. I'm thinking it may have...
Semi-related question;
If I have too many loops in open groups, could this relate to a crash?
I believe I've read somewhere that every time a loop is called, the program has to find said loop,...
So, did what I was going to do, and instead of one trigger event launching all the different loop sequences, each loop sequence is now separated into it's own event, triggered when two counters equal...
Great suggestions, both of you, and thanks for taking a look, I really appreciate it.
I'm leaning toward total loops being too high, based on gut feeling and the fact that it sometimes works, and...
https://www.dropbox.com/s/jgnyrq9ehdcxsht/Fireline2017.mfa?dl=0
Dropbox link to the file. I don't expect anyone to comb through the MFA, but I get really inconsistent results when simply running...
2292022921
For clarification. Adding the last loop now makes the whole program hang when the button is clicked. Going back and deleting that last loop will not restore the frame to working order...
Hrmm...
So, looking at the loop sequence, we are potentially this deep in nesting;
2 Player Local -> P1 Army Set -> P1 Set 1 -> Orderguard Mob Populate -> Orderguard Mob Populate Pt2 ->...
I don't think it has anything to do with the amount of loops it's running. Mostly because even when I cut back on the number, it still hangs, and it was working perfectly prior to that. Also, I went...
Hi team,
So, I have a very, very annoying problem.
I'm working on the army builder section for my current wip, which involves a lot of loops, many of which are cozily nested within each other....
-> Always
-- set transparency of Object A to "Object A (Alt Value X.)"
->IF "Object A (Alt Value X.)" greater than 60
-> Every 0.01 Second
-- subtract 1 from Object A (Alt Value X.)
I've done it with one array in my current project, where I'm trying to remove columns of 0's that are left over between blocks of actual values. So X=1-5 might be data, x=6-20 is blank, and then...
I am so confused by this screenshot. How did you create that event, if you don't mind answering?
What's the difference between this method and using the Compatability -> Semi-Transparency settings, whilst we're on the topic?
The built-from-scratch example did indeed recreate the bug. Might investigate it later when my head isn't so full of numbers and nested loops!
As for pathfinding - Well. Basically, I have NPC...
Interesting reading! When I get a bit fancier with my lighting and such, I will no doubt have further questions.
As an aside, do you think this is worthy of reporting as a bug? I'll be avoiding...
Certainly am, and it did indeed fix the Overlap condition! Unfortunately I want pretty precise collisions so want to keep it enabled as the objects are pretty misshapen, and it seems to screw with...
https://www.dropbox.com/s/2xug26l82pqunoo/ApophisUpload.mfa?dl=0
(PS - old mfa, using the old level generate runtimes which are not exactly clean at the moment. Let the frame run - it will pause...
Also had a cloned frame, which I have since deleted, of the last one, where I went back and copied the animation from a non-bugged, non-updated rock object, and replaced the updated texture on a...
https://www.dropbox.com/s/etxmwq6hndmg93k/ApophisREDO.mfa?dl=0
Rebuilt from scratch.
Frame 1 (0.01) - Basic engine. Works fine. Overlap conditions fire and is all good.
Frame 2 (0.01.1) -...
Haha thanks schrodinger! I get the busy part - all good.
And - it's weird, right? There shouldn't be anything in the other event groups interacting with the objects in question (LOS...
@Danjo - I inserted a line that set Alt Vals to current Layer, and all show up as layer 2. Trust me that Debugger has been getting a bashing.
@mobichan - All that's happening is the level is being...
Update:
Swapped out the LOS Check object for another, and it displayed the exact same behaviour - Overlapped on Asteroids, not on Asterocks.
Then added a new Object similar to the...
100% all on the same layer. Layer 2.
EDIT- To Clarify, conditions not seen in the above pictures relevant to to convo are the creation of the Objects, both of which happen at the start of the...
Checks for Overlap upon a Loop. So the events are
On Loop "P2 LOS Check"
+
"P2 LOS Checker" Active is Overlapping (Active Object/Qualifier Group)
and also
On Loop "P2 LOS Check"
+
Nor why the uploader would choose to shrink my images.
HRRRNNNGGGGGG
Took some screenies that may help. Note these are from the current file, not the upload version linked above, but the same bug is prevalent in both.
224382243922440
Still cannot figure out why...
As the title states.
I have two terrain items, Asteroid and Asterock, and I have a detector object called P2 LOS Checker (all on Layer 2). When I attempt to move an NPC active, it places two items...
1) I'm going to go with code. Either way, I've scrapped the detector system so I'll see if this issue pops up again with other Objects.
2) "Badly, imo" - what I suspected, and was afraid of. Since...
Hey guys,
So my file has already bypassed upload limits so I won't be posting an example, but I've got two questions/issues which can probably be answered/resolved without it anyway.
1) Events...
Holy Synchronicity, Batman!
Just found an amazing example of the effect over on TheDailyClick forum.
http://www.create-games.com/forum_post.asp?id=302927
If this is against any rules for...
(Also, seconding giving a shout-out to Nivram - have probably downloaded every example off your site at least twice throughout the years!)
Hey guys, really appreciate the example(s). I've done something similar with a tiled 'veil' so to speak before, but with transparency effects - the alpha channel stuff seems less intensive on the cpu...
Hey guys,
So I'm wanting to add a Fog of War effect into my game. I've seen the basic versions out there - using actives and transparent windows etc, but none I've seen can handle multiple,...
Moments like these I feel like a genius :D
Iteration 3 and 4.
Frame 3 is a new method of moving the world around the player - It compares the position of the object Move Marker from tick to...
Voted yes! Best of luck.
Voted! Gotta support the community! :D
@aenever - Handy! May have to look at adapting that system. Didn't really consider joypad movement but keypad works just as well.
In other news, the 32dir verison works fine and looks pretty, but...
I've animated some counters for a game. Basically had 50 animation frames and trimmed a pixel off the height with each frame, and set the current animation frame to an alt val attached to the counter...
Nice example Dex. Might see if I can indeed utilise your work.
I have an updated example of the wraparound. Now featuring 32 direction movement, eliminated the diagonal bug, and I gotta say it's...
Annnnnnd I just realised I could upload files directly to the website. Ignore the previous post *cough*
Disregard outmoded Dropbox references... *ahem*
@dex - Option 2 is basically what I already have. My problem is, when trying to use the mouse to control movement (picture any RTS style movement, but with the camera locked onto the unit you are...
Probably not the most descriptive header ever. Anyway.
The game I'm picturing is a top down shooter, camera always centered on the Player Character, facing the mouse, with the terrain a random...
As a followup to this - if you use a font that is native to windows, that will also solve the problem, yes?
(Of course, this doesn't apply if you are going cross platform to Android etc...)
OH and re: blender - I've downloaded it and installed it and uninstalled it about 4 times over the years. I wish I had the patience to learn it tbh, but until now I've never had the need.
Then a...
Much appreciated folks, will have a dabble and report back. Not so worried about animations at this stage as the project I'm working on is a tabletop wargame, so static models is perfectly OK (at...
As the title says.
Never really dabbled in 3d stuff outside of some very basic drag and drop stuff years ago, so I'm just curious as to what the community thinks is the 'simplest' program to...