I misunderstood the assignment. LoL. I thought the double-click issue was during the main part of Fusion, not runtime. That being said, I can confirm double-clicks are being registered at runtime...
Type: Posts; User: piscesdreams; Keyword(s):
I misunderstood the assignment. LoL. I thought the double-click issue was during the main part of Fusion, not runtime. That being said, I can confirm double-clicks are being registered at runtime...
I've not had this issue, except when my mouse is dying and needs replacement. In those cases, it happens everywhere on my PC, not just Fusion.
My project is almost complete (probably around the 90-93% mark currently) so it's too late in the development cycle to adopt this feature, but it will be really handy for future projects where I can...
The idea is that you can have a single frame that acts as sort of a library that gets added to other frames at runtime. So for example, in this frame that is inaccessible from the rest of the game,...
I'm so excited for dark mode and the tabs. Words can't express.
Shame I'm almost done with my project. LoL
To my knowledge, Fusion doesn't support loading screens in the modern sense that we're used to seeing where it actively updates as data is loaded with animations. How I am doing it for my game is at...
I used the PMO extension for my platform movement engine, but here's how I did it in mine:
SETUP
* A flag dedicated to whether Wall Sliding is active or off.
* Two small 16x32 wall slide...
I'm loving these productivity tips being shared. There are a lot of things I've never heard of that sound useful to my workflow.
Figured I'd +1 for the Stream Deck. I have the 15 button version...
If I set the scaling quality to 0, this happens much less but it does still happen at certain zoom levels, but doesn't impact all objects the same way.
Same here. :)
This is how I handle the process now, but since we're offering suggestions I wanted to echo my support to what fnkycoldmadeanr mentioned. It's not necessary, but it would be a nice quality of life...
I've always wondered why the "Create Object" action doesn't have a button to use the expression editor instead. +1 for the above to create at x,y, but also specified layer would be great.
I can confirm strings in subapps work as expected with DX11. As Yves said, be sure you are using a TTF font in DX11.
I know what you mean by this point. I've had to do workarounds by adding a shader to an active object and then add a shader to a layer, just to stack the shaders. The problem is then if it needs to...
What is a timestamp where the code was previously entered that can be compared against 18:30 to see what disappeared?
Maybe I misunderstood. I was under the impression this was to have objects available in the frame library/event editor so they didn't have to be copy/pasted to every frame, not necessarily loaded...
Possibly. So long as this doesn't require selecting every object and manually turning on the checkbox, then yeah, I think it would be faster. If it were by default activated for every object, or an...
I don't know how the structure of 2.5 works, so this suggestion may be completely unfeasible but I'm just going to throw it out there. Would it be possible to create a Global Frame Editor, similar...
What is the volume of the source audio file? Likely what is happening is it is clipping the audio above 0dB because the sounds are being played so close together, so the audio is cumulatively...
Ahhh, thanks for the clarification. That's a great way of doing it. Thanks!
Mine is set up to have a parent debug group that detects if a global value is set to 0 or 1. Depending on the results, it will activate/deactivate the sub-debug group. It'd just be easier to have an...
+1
Having debug code groups included in the editor testing but not at build would save a lot of time, for sure.
Awesome! This will be super handy in the future!
No worries. I'd love to see this for object organization, but would also love to see the ability to sort our Global/Alt Values and Strings - if nothing else, at least alphabetically. I assume this...
+1 - I've been wanting nested folders for a long, long, long time.
I can say that going from D9 to D11 has been a monumental performance boost. Shader compatibility was the biggest issue I ran into, but I saw an out-of-the-box performance boost without any other...
To the very best of my knowledge, this isn't possible but I could be wrong.
I have a 2560x1080 monitor on bottom (main monitor) and 2x 1920x1080 monitors stacked on top an in upside-down triangle pattern. The game launches through Fusion as intended on whatever monitor I...
Try something like the below and see if this works. It may still register the key being pressed down when the unpause code is fired, but this is how I'd start.
1) Add a counter to your frame and...
I do this using the Brightness shader and just max it out. Then, after a specified delay, set it back to normal without a shader. This works until you have something that already has a shader...
I think I understand now. If it's dynamically updating all tiles around you based on the player position, that's tricky. I'd have to think on that or see an MFA to maybe have a better go at a...
Perhaps I need more coffee and maybe I am misunderstanding. Couldn't you create an invisible active that is always set to the player's position, but +1 on the z-axis so that collision checks can...
There are two ways that come to mind that this can be done.
Method 1
1) Create a separate, hidden counter.
2) Whenever damage is passed over, add that amount to the hidden counter instead of...
@fnkycoldmadeanr You save the day again! I can't thank you enough, seriously.
I don't know the original author of this particular shader. I am unsure if I found it on this thread or somewhere...
I would like to second this shader conversion request. I really tried also, but this is so far above my level of comprehension. Here is an example MFA with the DX9 shader file. It would be greatly...
Have you tried using the Window Control object? I had issues with sub-app cropping and placement that were fixed using the Window Control object.
fnkycoldmadeanr, you are a real champ! That works perfectly now for DX11. You have my many, many thanks!
I have no issue at all for DX9 use. It works amazingly, in fact. I looked at the shader code myself and tinkered around with it but it's definitely beyond my understanding. It may not be possible...
@Anders
I am using the DX11 version of your normal map shader and am having an issue with the top pixels being stretched when near the top of the screen. Any idea how to fix this? Thanks! :)
...
Glad you got it worked out. :)
What recording software are you using? I recall that FRAPS had issues recording sub-apps, but I've had no issues recording sub-apps with OBS Studio.
Sorry - Screenshot 2 is with the layer effect applied. I couldn't edit the thread.
Hello!
I am using the dissolve noise shader by Mihailsh from the Clickstore in D3D9. I'd link to the page on the Clickstore but it is undergoing maintenance at the moment.
I've noticed that...
Depends on what your desired outcome is. In the case of pixel art, it is desirable to preserve the hard edges. In the case of the HD pre-rendered art I use, I prefer the higher quality (1)...
It depends on what you're going for. In your case with pixel art, scaling at quality 0 seems to preserve the hard edges rather than quality 1 that smooths the edges out. It's not backwards, I just...
Most likely what is happening is the size of the backdrop is a larger "texture" than your GPU can handle. The best practice is to slice your backdrop down into smaller tiles that follow the power of...
Thanks for the suggestion! I do intend to do this during the polish phase, as the repeated SFX at the same pitch is very monotonous to me.
Thank you! I know your position of needing an artist. I've learned some technical skills, but I still can't draw a decent stick figure. I've tried pixel art and it looks freaking awful -...
Thank you! Daz Studio comes bundled with the NVIDIA Iray render engine, which I use for all the renders. I light and animate it all inside Daz Studio using the timeline and keyframes for tweening...
I'd be curious to know if you're testing AppPath$ in a directory that may be protected, and what permissions your app has.
Do you mean debug text to like an alterable/global string in the Fusion...
Zero art skills always was my problem too. In 2014 I found Daz Studio which is great if you're not opposed to pre-rendered style graphics. It wasn't the easiest program to learn, but it is much...
When you created a new MFA to test AppPath$, was that inside the same directory as your MFA that stopped working? Or was it just something like C: or the Desktop?
What kind of events is not...
Off the top of my head, I believe it may require one of the two following methods:
1) Make the game 16:9 format, but add bezels as a layer over the window and frame your HUD as 4:3 underneath.
2)...
I assuming the mono files you're trying to use, both your own and the ones out of the Fusion sample library, play outside of Fusion just fine?
If so, I would recommend re-installing Fusion and...
If you'd like to upload an MFA with sample files that aren't playing, I can see if I have the same issue on my end.
Fusion can play mono sounds using the "Play Sample" action. I'm using lots of mono voiceover files for my current project. I've tested using .wav and .ogg and we use 16-bit 44.1khz sample rate/bit...
If you are using the built-in fade options with Fusion then yes, this is normal to best of my knowledge. Only once the fade-in has completed does it begin firing the code for that object in my...
I'd recommend trying this:
X Distance of Enemy < Distance Between Two Points (you can set both to X or Y if you just want those measurements - they don't have to be X and Y.)
This is under the...
There are a few options you have. Sorry, I don't have more suggestions.
1) Leave the graphics as is, but this is the least practical/efficient method. You could run into issues on certain phones...
Scaling the image upwards wouldn't have the same impact, from my understanding.
Possibly but depends on the device. It would be recommended to slice your backdrops down into smaller tiles because an image of 2560x1440 will round up to the next power and use 4096x2048 worth of...
I see you have Fusion 2.5 for Steam. Is the 2.5+ DLC also the Steam version?
It's funny you mention that because I was just thinking about this a couple days ago. If it could be added to the header of the pop-up window playing the animation, that would be sufficient for my...
Happy Halloween!!!
https://media.indiedb.com/images/members/4/3013/3012049/profile/Development_Status_BK.png
Where to begin? If you've kept up with prior development updates, you're aware we...
I ran a build through VirusTotal and only got 1 flag with VBA32 as BScope.TrojanSpy.Keylogger. :)
Got it! Thanks for all you do, Yves!
I just ran a comparison of my latest demo build on VirusTotal from 292.26 vs 292.28 of the same build and got 8 false positives vs 1 false positive, respectively. My demo's build went from 354mb to...
When I download the 292.28 beta for Dev version, Chrome kicks it out and I had to manually right-click and save file, then choose "Keep." Then, Windows Defender tried to flag the installer as a...
Just a thought while looking at your badges - could these have been developed on Mac and you're now trying to open with Windows? I don't know that would make any difference though, but just a thought.
Same issue here. Could it be your MFAs are somehow corrupted?
You can set the RGB coefficient under the active object, then get the RGB values using the Special "GetRGB" action. It allows you to isolate the R,G and B values separately. I find it's best to use...
Did you update to the latest beta?
Thank you, Yves!! :)
Hmm, that's interesting. It seems like it may be a weird quirk to me, but I'd be curious to hear what others have to say about it.
For anyone who may be interested, I decided to run a test by embedding large files and building to an exe.
What I found is that adding <4gb worth of data would successfully build and launch the...
I also tried it on my Win 10 laptop that I've never installed any codec packs and they all three played through the exe.
All three of the formats played for me.
I could be wrong on this, so take what I say with a grain of salt, but I -think- that it also has to do with the codec used to render the video. I'm just not sure what is the most "universal" codec...
If you would like to upload an MFA I can test and see if it happens on my PC.
If you right-click the object in either the frame itself, or the objects panel, there is a dropdown menu to access behaviors.
Yes, sorry - the Action List Editor is what I meant. My mistake.
I second this, and I think I requested it in a prior post but I might have dreamed that up. I use behaviors now that they're slightly easier to access via 2.5+, but ideally there could be a hotkey...
If you would like to send an mfa I can test on my RTX card and see what happens. Do you have the latest GPU drivers?
You can revert to prior versions from the Product Owner's Lounge.
Are you using the 8 directional movement that's built into Fusion?
Now that I've been working with 2.5+ more, I've been delving deeper with behaviors. It's nice to be able to right-click and enter a behavior, rather than going through the properties. But, I found...
Your images of 163x146 are rounding up to the next power and using the memory equivalent of a 256x256 image. It may help to slice these down into images of smaller powers of 2. Unfortunately the...
Thanks Volnaiskra. Once we add in cutscenes and cutout portraits, I may go that route. You’re right, if people really want the images they can probably easily get it.
I imagine best practice...
Thanks Yves. We still have a ways to go on our game. I don't *think* we will hit 2GB after full blown optimization, but we are definitely going to surpass 1GB in both MFA and EXE. Realistically, I...
Yves
I just meant that I'm not bundling any items in the exe that isn't already in the mfa that would inflate it that much. I made a build without the Optimize Image Size in RAM option and it was...
How large are your quick backdrops? That’s probably part of the issue. Android really needs graphics to fit within the power of 2 rule. Once we know the size of your quick backdrops, we can go from...
My MFA project file is currently 875MB and when I build the Windows executable (Direct3D9 in 2.5+ for shader compatibility) both the uncompressed and compressed .exe's are exactly 1GB in size. I only...
My MFA project file is currently 875MB and when I build the Windows executable (Direct3D9 in 2.5+ for shader compatibility) both the uncompressed and compressed .exe's are exactly 1GB in size. I...
You might be able to smooth the stair camera judder by adjusting the Y speed the camera moves at.
Do other objects need to collide with the steps or can they just use the slope?
Hehe, I think it's moreso because my eyes are bad and I have to zoom in for pixel art so far that I can't distinguish the details when I tried making it. With pre-rendered sprites, it's easier on my...
Thank you. :)
I wanted to do pixel art, but I suck at art. It was much easier for me to learn how to animate and do everything as pre-rendered graphics. Took a while to wrap my head around it, but...
We used a software called Daz 3D and various assets available for it. Though, a lot of stuff has been custom textured or modified in some way from the stock assets to suit my needs and I still have...
Thank you. It’s been a lot of work. :)
It’s a bit tough to tell by the photo. Do you have something in motion to see the movement better?
Yes, if you have a ramp collider the hitbox collides with and the appropriate step-up value in the PMO extension, it will be a smooth transition. Then, just remove the stairs collision for your...
You would need to add an invisible collider that has a ramp similar to the ramps in this image.
Has anyone experienced an issue with DX11 where at about 1.5 seconds into the frame it drops the FPS from 60 to 55 for a split second? I create a blank application with no objects or events, only...
You're fine. We're all here to help each other out. :)
The reason it is playing at the start of the frame is because the text string is visible also at the start of the frame. You'll need to add...
No, the additional condition is located as follows. Sorry, I worded it a little differently than Fusion does.
Special > Limit Conditions > Only One Action When Event Loops.
28798
Add the "Only when event loops" condition to the line with your sound. That should only play it once every time the condition is true.
You could replace the Random(N) action with RRandom(1,3) or whatever min/max numbers you prefer.
Yves, we're all cheering you on! :)
If it can be made to be embedded for MP4 across all machines, you'd be our wizard in shining armor. :)
Gotcha. I guess I'm out of ideas, but hopefully what Yves posted will be the proper solution. I'd much rather use MP4 format myself, so hopefully the coming update will be good for both of us. :)
Out of curiosity, what are you using to render your mp4 videos? The mp4 format itself is a wrapper and the renderer is where the codecs come in to play. Some codecs used for rendering didn’t always...
I've gotten .mp4 videos to work, but it relies on encoders/LAV filters being installed from packs found online. I found this out the hard way when I put a demo on Steam. I changed it to .wmv format...
Very cool!
I'm trying to make 2 layers show different images split down the middle by masks, but I can't quite get it right. I've tried the flashlight subtract using a white object method, which works until I...
That is a bit strange. Have you tried deactivating the Optimizations in the app properties and seeing if it will open in 2.5 then?
Just to rule it out, are you still working out of the "C:\work\gamex\" directory? I don't believe array save functions create a folder if it doesn't exist, but I could be wrong.
No problem. :)
I understand. Even when I attach conditions that seems like it would specify which object is being affected, it can affect all. Sometimes what works in some cases doesn't always...
The way I do this is:
Enemy X > X Left Frame
Enemy X < X Right Frame
Enemy Y > Y Top Frame
Enemy Y < Y Bottom Frame
Insert Action/For Each Loop
You can add some extra buffer...
Are you accounting for animations being zero based? The animation editor starts at frame 1, but the event editor treats it as frame 0. I presume in this example, * joeSearchStatus of joeAI = 5 is...
It's in the Complex Software V2 shader pack.
https://sites.google.com/site/mmf2stuff/shaders
If you want a sine wave effect, you could try the Underwater shader. It does pretty much the same thing.
Without knowing what file paths you're using on all machines or an uploaded example, it's tough to guess what the fix would be. Try this code since the video is in the same folder as the game and...
Are you hardcoding the file path or using AppPath$ to locate your videos?
You could try using the ForEach object found on this page. It was the go-to before ForEach loops were standard in Fusion.
http://dark-wire.com/storage/extlist.php
The way I have it setup in my engine using PMO is to pause the PMO movement when the wall cling is activated and set an Alt Val to 1, then gradually move my player's sprite down the Y axis by...
Are you using the Perspective effect with the Perspective object? I use the Panorama effect with the Perspective object in DirectX mode and have no issues, but haven't tested the Perspective effect.
I've noticed it sometimes also automatically ticks the import settings to import as animation and replace the animation. I've not tested it, but I wonder if some images (if they've previously been...
Thanks, Yves. The last I heard the runtime limit was 2GB, but I haven't got to that limit yet to confirm but I probably will be close soon.
Just to confirm, is this a 3.5 Gb limit for the runtime exe or RAM - or both?
My only suggestion for this would be to set a global value that is assigned based on the resolution of the screen.
4k = 0
1080p = 1
720 = 2 (and so on.)
Then, load in a particular character...
Understandably that's a problem. Does the Text Blitter object have the same issue?
I didn't make any changes to my Font Embed code, it just worked out of the box. It just looks more aliased and slightly smaller. Here is an image of the two using the Optimus Princeps font. I...
I've been able to use the Font Embedder object in DX11. Granted, it looks slightly different for the font I'm using, but not much different. Are there fonts that won't embed at all for you?
Here's my take on it: If you're working on a commercial release then I think it's a great investment just for DX11, RAM optimization and child events alone. On the other hand, if you're just a...
What extension are you using for your joypad? If it is Joypad 2, I set up global values that are dedicated to each button and change those as needed to whatever button the player chooses. Then just...
I think everyone has this icon on their profile. Might be a glitch in the matrix.
That's awesome! I might have to snag these for a future project. Too deep in my current one to make changes now for qualifiers, but I'm glad you did this. :)
I generally calculate the position I need to move an object to based on its coefficient. For example, if I have an object that I want to appear at x1000 and y950 in-game, but the layer scrolls at...
Thanks c4t and CapitaineCaverne! I ended up finding a pretty simple solution with the Position Controller Object and changing my Y positioning code. Since I know I always want the player on top of...
Hello all,
I'm trying to create a platform that rotates around a pivot point. The problem (I think) I'm having is the PMO object doesn't set the X/Y Additional Velocity in floats, so the player...
If you register your registration codes from your orders in the Community Passport you can get download links there. :)
That's true. +1 for this please!
Also, holding space bar does let me pan and drag with the mouse. Not sure why it wasn't working the last time I tried. A fluke, I suppose.
No, I am using a wired keyboard and a wired/wireless hybrid mouse. I’ll give it a whirl though. Thanks for the suggestion!
Yes, that's exactly what I was shooting for. Weird, I tried it last night and couldn't get it to work that way. I could only click the "Move" (hand) icon and drag it around with the LMB. I'll try...
Hello all.
I’ve been dabbling with Tiled and understand there are possibilities in getting those maps to import into Fusion, but I personally would prefer to map things out directly in Fusion....
What GPU are you using and are it’s drivers up to date? (I doubt this is the issue, but it’s worth ruling out.)
Happy October!
We don't have as much this time around to share with you as we did last month, but this time around we will show you some audio/visual goodies!
...
Is this in regular 2.5 or 2.5+? I had an issue with the "Optimize Events" feature of 2.5+ that caused certain events to get out of whack.
Great job! Looks and sounds very authentic!
Interesting data everyone, I appreciate all the responses. This is good data to know in the future. I just wanted to be sure I wasn't goofing something up.
I understand that a global object will carry values over into other frames; but it seems if a frame is restarted through the event editor "Restart Frame" action the values reset. Is this supposed to...
Thanks! You’d be surprised actually on the RAM. In-game it averages around 400-500mb in RAM. Most animations have an average of 20 frames, give or take. Most everything is heavily optimized within...
Happy September!
It has been an excruciatingly long time since our last update, but I assure you we have been hard at work! In this update we will go over the latest information about the status...
If Yves if interested, I'll be glad to. It's a hefty MFA though - probably around 400mb.
It seems I am unable to recreate it in a small MFA. I guess it's something in my code for my game that doesn't like the event optimization. No worries, I can live without checking that option.
When I have "Optimize Events" checked in Fusion 2.5+, if I have a collision with one of my powerup containers and the player weapon, it reads it as a collision for ALL powerups in the entire level...
Excellent! Thank you BartekB! I can’t think of any feature requests at the moment, it does exactly what I need it to.
Would it be possible to convert the Health Bar Shader by BartekB to DX11? Pretty please, with sugar on top? :)
Thank you! :)
I remember the good ole days when you could judge a console generation by how "real" its water looked. I remember seeing the water in Super Ghouls 'n Ghosts and just thinking how...
Thank you very much! :)
I modified the water and did the lighting, shaders and whatnot. It used this product in a Daz Studio and the iRay Render Engine. It was somewhat tricky to tile though, but...
Thanks Popcorn! I slightly modified the formula and got the effect I was looking for. Thank you so much for pointing me in the right direction! I'm attaching an MFA for anyone that comes through...
Hello all!
I am need of a math wizard to assist my pea brain with this. I'm trying to achieve this "rolling" wave effect where sprites are on separate layers and have a slight delay in their sine...
I would love to see a feature where we don’t have to play trial and error on placement for tiles in a parallax layer. I spend a lot of time trying to get placement right because I always have to...
So after playing with this just a little bit here are my findings:
Load times for my game out of the box remain the same from Fusion as before 2.5+, but my understanding is this isn't really the...
Just bought it. Glad it has a sweet little badge here. Can't wait to try it out. :)
I too would be curious to know the advantages of DX11 here. How about a detailed summary, Clickteam? That make more enticed to jump on the Patreon.
Unfortunately it requires that encoder packs/LAV filters be installed on the user machine to run .mp4 videos. I highly recommend just using .wmv instead. They take more space, sure, but you won't...
Try using a Start of Frame > Poll for controllers condition/action in the subapp. Not sure if this would work, but that's off the top of my head.
Please let us know if that fixes your issue.
Unfortunately, pretty much. It isn't that bad though. I just have Control X, Joystick 2 and Xbox in their own event groups and activate as needed. You can also do it as Mobichan suggested with an...
I couldn't get the bug to happen using my keyboard either. All worked as it should.
I'm using Control X, Joypad 2 (for direct input controllers) and the Xbox controller extension (for x-input controllers), all depending on what the player has plugged in (or not). They work pretty...
Hello all,
There have been several monthly updates regarding the game on Steam. I thought I'd drop the link here in case anyone is interested in reading what I've been up to with the project.
...
Final report: Use "Run while Resizing" in the main application properties and the trackbar for smooth scrolling. :)
Hmm, seems the WinScrollBar extension's mere existence in the frame causes the checkboxes for other UI properties to shift in their placement. Odd. I may just have to create my own slider out of...
I’ll check that out. Thanks Danny.
Hello all.
I’m trying to implement the EasyScrollBar into my level editor as a means of scrolling through the level viewport. When I click and hold to drag the slider on both the ESB and Trackbar...
I wouldn’t worry about the level size too much; I have levels of around 40,000x8,000 in my game. The best method would be dividing everything into tiles and following the guide Julian posted. On top...
Wow, that works pretty well. I will see if I can adapt this into my existing level editor. This is basically what I figured would be the most likely way of going about it, I just wasn't sure if...
Hello all.
I am building a level editor and have all of the core fundamentals figured out, but I would like to add a couple of very specific features: I want to be able to draw a selection box...
I had the same issue with my game. The issue boils down to the proper codecs are not installed on the other machine. There are a multitude of codecs and you’d think they would work, but unfortunately...
I’ve been holding off buying Firefly until shadows are implemented, but I may have overlooked any new info on them. The last I saw was normal maps were implemented. Are there any updates re: shadows?...
Oh great.... What NVIDIA card and drivers are you running?
Sent from my iPhone using Tapatalk
You'll need to re-install the font and then change it in your mfa. I recommend using the "Font Embed" as J3sseM suggested. The font is here: https://www.dafont.com/press-start.font
If there is a crash jumping to frames, I would suggest also deactivating code groups in the frame you’re jumping to. It might initialize fine once, and deactivating code in the first frame might not...
I appreciate it. [emoji4]
Since my game is pretty demanding, I think faking the rotating room would be best to ensure a broader compatibility with lower end systems.
It just stinks because I...
Unfortunately I can’t get it to work the way I need it to. I’ll just have to fake it and warp to an area that is already “rotated.”
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Thanks for the input! I will put this to use and see if I can make this work. I doubt it will though without backdrop object support.
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I tried using both the Complex-Software's Rotate shader and Looki's Rotate & Sub Pixel Positioning, however it keeps trimming the edges of the layer and squashing the image. I must be doing...
Thanks! I’ll try that out!
Sent from my iPhone using Tapatalk
I realize this may not be possible for Windows, but I figured I’d pick some brains. [emoji3]
I’m trying to rotate a room (tiles and obstacle backdrop objects included) similar to this video at...
I tend to make a lot of art assets first, or at least what is necessary for the core engine and main mechanics. I'd say it's 75% art first, 25% coding. I like to see how my art assets work in the...
Are your art assets following the power of 2 rule?
Hello Everyone!
Apologies for the delay in the patch. We had hoped to release it last week, but there were unforeseen delays with our group of external testers so we did as much internal testing...
Thank you very much! :)
The majority of the graphics are all made and animated in Daz Studio. Some things are made in Photoshop and Blender though where needed.
Interesting. That will certainly make localization much more difficult... I would have thought it just read the value of the key but I guess keyboards are different in other countries.
Hi fellas. Thanks for your ideas!
Volnaiskra: That makes sense. I had set it up with their own image for each key, but it does make sense to use one sprite and include all images there and...
Hello all,
Maybe it's just been a long day, but I am having a total brain fart. I use the Control X and Joystick 2 objects for controls and am setting up keybindings. What is the best way to...
I'm grasping at straws here, but two questions:
Can you build as an exe and if so, does it crash when you run the exe?
Is your firewall/antivirus software blocking edrt.exe for any reason? ...
UPDATE: I swear I don't know what the difference is because encoding is a little over my head (I only have a basic understanding) but rendering the .wmv videos through Adobe Premiere works. I can't...
I've only used the Active Direct Show object (not the older Direct Show object) as I need to be able to layer a "Skip Cutscene" command on top of the video.
I have tried wmv as well as avi, however, the videos stutter in Fusion. I've rendered videos at 60fps, 30fps and even set Fusions frame rate accordingly and they still stutter in both avi and wmv...
Hello all,
I desperately need some help with this one.
We use .mp4 videos as cutscenes in our game using the Active Direct Show Object and if you have the codecs/LAV filters installed they work...