you can do many things; easiest is to move the frame around in the storyboard editor by grabbing the frame just left of the title and dragging it to another place.
Type: Posts; User: danjo; Keyword(s):
you can do many things; easiest is to move the frame around in the storyboard editor by grabbing the frame just left of the title and dragging it to another place.
there was a french guy who sold some source, but it was removed. it was close to perfect but he missed somethings - eg push rocks... which i have added and made it perfect; i cannot give it out, as...
Sigh. He can never be told
What started off to be a challenge, turned into somewhat of a monster.
The challenge was: to Remake an A2600 Game, using 1 Frame as close as possible to the original A2600 game... & a few set of...
Ah. got it, i had "" in the string. all good
~ bug box is under maintenance
is anyone else getting this? Val( "insert any number" ) = 0
I came across an error i was getting, and I had used, x= Val( Global string A). it didnt work...
for me, it worked right way when i pressed space *(im using latest 292.6 with sound optimize for play sample); but its got to do with loading in the file to memory; you can do something like a blank...
nope simon, you would think that would be an obvious choice.. it needs adding
i have managed to rename them, but it is the most cumbersome method ive ever seen right now.... WHY on earth did you just not add a RENAME on the menu when you right click a qualifier (at the bottom...
sent you a PM.
this is one of the games i made long ago... i also remade the sequel, which i enhanced, you kind have given me some inspiration to maybe put the new one up... i got permission from DJ Mix to use...
in any case Jeff is the person to talk to about this, but im guessing you're out of luck.
i dont think you can exchange your steam for normal versions;
BUT. you can use steam programs offline, and...
i quite like the new style load screen :)
you can do what popcorn said; set the X of the character to target's X position + sin(angle)* distance, Y to the targets Y position + cos(angle)*distance;
and you could simply LOOK at the target...
looks good Ben
set a few variables for your shake; camera current X,T; shake timer & shake amount;
reserve a flag for shaking;
if your camera shake flag is ON;
set your camera position to the current X,y...
the joystick2 has is a pad connected feature? check that to determine what to use. i have an example coming soon, which does all this included. what you do is have a group for joypad, and a group...
if you are using the built in direction movement, and using Angle's the DIR for the object ; then the DIR is the ( angle*11.25 ) this will help for people who just cant get their head around...
they are not a placeholder. they are a way of putting in your code a "name" for a group of any objects.
they can be for anything, not necessarily for collisions. its really up to the user how they...
markers are easiest, or you could do loops on the enemies distance to player and determine that way.
you may have to just do a solid shadow that's a bit darker than the floor. that's if its not a huge deal. ... you may want to animate the shadow if you are going anal on it tho.
i always use ICON & NAME in the editor regardless
i think someone made an example of this a long time ago, and probably is in the old examples.
*** not the answer, but more of what you need to do:
each mirror, needs to have a state (active or not...
you actually haven,t asked a question... but insinuated you want someone to make the engine for you?
a WILD GUESS at what you are trying to do;
a way of putting multiple conditions in 1 line; is to think about it in a different way.
you could have 4 invisible actives [markers] of a set size;...
sshhh dave. that remains nameless ;)
i think this can be done tho. there is a fluid shader in the clickstore. * edit/ it looks like the fluid example is not "welding" the objects together and...
he doesnt say its unity, he mentions something else (remains nameless)
it has a liquid/fluid shader for the blob lighting - do we have that? ... http://codeartist.mx/tutorials/liquids/
yes- by using 2 Alt values on one of the 2 objects; call them [X offset] and [Y offset] for example.
you can use the Alt values to always follow its target object - by always setting the follow...
there is a microphone object if that helps. the other way would be to find an .OCX activeX file for mic's and use the activeX object.
i looked. where it is going wrong, is you havent reset the Alt valUe ( conv-count ) back to [ zero ] when you either walk away or finish
user clicks on npc + convo_count >0 : set convo_count...
so you missed the bundle deal a while back????, i bought a few and gifted to friends the deal was so good. it was dev too.
yes i know. what was changed
add to your positioning line; for the y component (+0.01) on the end of it, it then doesnt crash
so the Y should be
YCollisionLocation( "Player_Camera", FVLastCollision( "Player_Camera" ) ) +...
if you are doing a 2d array, then you MUST write to XY, and read value at XY ( not x)
there is nothing wrong with the array. I use it for everything and always have, and never struck a problem. i use it for saving settings, i use it for saving scores, i use it for anything and...
no- you are doing it wrong. if you write to X1, you should be in 1 base. if you are in 0 base, then write to , not 1... and you dont need to write to Y, if you are just doing a single dimension...
when you create an object; reserve one of its alt values to use as a timer; eg alt value T
have an event that exsists that says; every 1 sec add 1 to ALT value T of (that object) - * even if it...
1 base means it starts at 1. the zero element will always be a 0
number of ways to do it, but it depends all on your movement system. for example, if you were using speed for movement then just alter the speed of the object; if your are stepping co ords; then you...
re dynamic, originally the arrays never grew and the dynamic array has been around for a very long time (mmf1) so it could compensate for the static array. i was under the impression normal array...
zero base starts at 0; look at the 0 position in X
you could always think about the [ SAVE GAME OBJECT ] which can save ALL the values of actives, along with directions etc, in 1 move. possibly it might be an easier way rather than looping or doing...
your array for example is a number array - 1 base,the first element will be at 1 and so on.
say for example; you want to save a total of 10 numbers, (just a single dimension array) - so set the X...
i always use array for saving info, never ini.
save ( use expression ) apppath$+"filename" <- you do this once, not on an event that will trigger like always etc.
soon as you load the array...
and you got what to lose?
the way i read it, it seems advisable to "Use high performance GPU" rather than not.... would that be right?
you make the whole background as an obstacle to begin with, and create backdrops and paste them as NON obstacles for your digging.
are you rotating that chair? tick smooth rotations
you already are looking in the right direction. perhaps you should aim lower.
to be efficient and get a good system in place - you should NOT be adding things. that's where it gets messy and stuff goes wrong.
FULLY plan out your system in the beginning, then go about a...
there are examples if you look hard enough. try marv's site; there's also one in the reactor if you want to join the patreon
its not the OS; it will be offset in different resolutions or monitors, making it look "not right"
you could also create a set of colliders, and using a fastloop move the set to each object, test its collision and then move to the next. 1 set of colliders for multiple objects.
but i had to drop in the window control object; then put start of frame; set width to WinXsize; set height to WinYsize; set X pos to WinXpos (* the x pos of application); set Y pos to...
add a counter to use as a timer instead of the built in timer. when there are no bricks, start adding 1 to the counter every 1 second. when the counter reaches 5 - jump to the next frame.
contact Jeff. he will sort it for you.
MOUSE clicks on OBJECT
+ only 1 action when event loops >>>> destroy OBJECT
that works, you need the limit condition
you can find activating or deactivating groups under [special conditions]
also eg; upon pressing SPACEBAR > activate group (xxx..)
look in the product owners lounge forums
that order should work... but you can just do it in 2 lines which would also work; start of frame? create - set etc; repeat on next line.
#1; you dont really need 2 objects to hold the data ( starting ammo, and drain) - just ammo will be fine; you can add and subtract from the 1 counter which will save headaches.
#2; you can make that...
this always happens with me, but only the first time i open it. if i close it and re-open it, it loads up quite fast.
from tests; i see approximately (locked at 60fps) speed of 5 = 37-38 pixels per second, speed of 10 = 75 pixels per second. speed of 20 = 150 pixels per second. so you can see a pattern
many ways to do this, just a simple one would be...
you need 2 actives:
1= shadow (this will be the 8 dir moving obiect)
2= character image - this will be the animated character - it just...
what is the category heading? if it another active, you could set its hotspot centered; and then just align all the other actives under it by setting their X-pos to the headings x pos.
with a backdrop - you can set its obstacle as a ladder... but go for active, because you have a hotspot, which you can use to keep the character set to the ladder.
eg; if the character is climbing...
you can move a pointer over some letters (actives), and press button, which then adds the letter to the string
to get angles of floors/ground you can place 2 detectors either side of the characters feet, and find the angle of the floor/ground by the position of those 2 detectors. its then up to you, how you...
if this had better gfx - it would be a winner. i would advise you go seek a pro artist to help
its a different product. you will get a discount by owning 2.5 though.
when the projectile hits the ground; you can create a burning active at its place, destroying the projectile. the burning one can last for a short time, then get destroyed
it may well be a nvidia issue or similar...
copying your folders will keep the extensions- and can simply copy them back; it wont however keep certain exporters - they need to be re-installed
very good - i was looking at all the videos, and it seemed like it was like the snap to vertical all the way through
when you swing and let go; your rabbit must remain at the same angle and rotate him back to vertical; as it is now (instant adjust) just looks very lazy. if you figured out the swinging; it will be...
use control X - and set the key values to globals
i reserve some global values for key presses; eg; globalA ( renamed to PRESS LEFT ) etc,
with control X; all control conditions are;
its most definitely something you are not missing/doing wrong. to call something you are having trouble with a bug and nonsense - is indeed nonsense.
you can do it with detectors
its just math; collides with a vertical wall - negate the X, collides with horizontal - negate the Y. ie x= x* -1 on a vertical wall; y= y* -1 on a horizontal wall.
or use this formula −(2(n · v) n...
you dont need an extension to move an object via math/trig;
set [object x position] to [object x position] + cos ( angle ) * step rate
set [object y position] to [object y position]...
you set the projectiles position via trig. - sin/cos updates for true 360 degrees. yes you can do that in any version. check the examples section for 360 shooting, or look at marv's site (...
can you provide an example on that outrageous claim you just made please? id like to know who your were before "shinbaxter" was going back atleast 3 forum incarnations...(remembering this current...
IM only saying i saw in your example. ive not noticed in my projects; im Def NOT onboard with you mr V
just handy... dont mix integers and floats will save a lot of pain
does the microphone object not do what you want?
ive done the jumping/looping from 1 side of the level to the other that schrodinger suggests with no issues. you have to make sure it lines up, and your increments are not out of sync so you dont get...
a useful way of saving multiple numbers in 1 value that i do, is to make each value for example be 3digits; eg 1 would equal 001; 25 = 025 etc. then if i wanted 4 values stored in the 1 cell ** using...
for a start - YOU CAN!
i saw your stuttering in your mfa. when i turned ON vsync, the stuttering was "almost" gone, i only noticed it once very occasionally
the only real way to do this currently, is make a launcher executable, which starts a different version depending on what the user selected. its messy.
he's talking about just using fusion, not running the game.
i'll say it... get a better pc :)
many people have done it, and you will have to do it also
^ which uses the joystick 2 object
i am fairly sure you have to reset keypresses start of frame on the next frame. i have come across it before and solved that.
when you create a new object; create its shadow on top of it, calling the (initial pairing loop) i used for eg at the start of the frame.
or - if you are just creating 1 object and 1 shadow now and...
ive got many projects with more frames than that, and never had a problem. its not the amount of frames which is causing your issue.
make sure you add in regardless; on line 37
maybe also put a flag on it so it wont keep doing the same action if the animation is slow...
animation Launching is playing
+ animation frame =4
heres a simple example to get you started..
 added #2 which has deleting the objects also
its a good idea to have only 1 person responsible for, and working on then main code file. others should stick to their specialty; ie graphics or sound.
if you have someone else wanting to work...
Or: do a set like;
if number of bricks <20 set speed to 100
if number of bricks <40 set speed to 80
if number of bricks <60 set speed to 60
i can get by... but it comes down to what we all used to call "French Logic" , and heres another one
the named flags are awesome and something that was really needed... althought it has made something really stand out.
the flags result text, needs to be changed from ON/OFF to TRUE / FALSE.
danny's site need traffic? why werent the 5 reasons just listed here?
and a conflict of interest
stop being "that guy"
its in the collision masks. checks for obstacle/ladder at a certain X,Y >> storyboard | collision masks
removing the <zbuffer>1</zbuffer> from the files as you suggested, allowed the .mfa to work inside fusion.
the compiled exe works fine; the .mfa running inside fusion (289.3 latest build) its just a black screen - however 1.x works fine both ways
the old version works; 2.0 doesnt. black screens
you nearly are right; you need a [ground detector-invisible] which is moved with your movement (up down left right), you do you jump just like side on-and using a foot detect which will stay with...
you cant re-use steam keys; and to the newguy here; (steam) dev fusion 2.5 was avail in [Humble Clickteam Fusion 2.5 Bundle]
a long time ago i used activeX to print stuff
how about not commenting on something that has Nothing to do with you.
i wish there was the block feature back again
i dont bother with them - you cant hear them properly anyway - take that "advice" and run with it
mrrogers - All your videos have really POOR audio. not a good start considering your are trying to explain things. Invest in a a MIC or learn your audio settings.
it contains the paid media
blame donald :P
there have been in the past examples of this sort of thing - doing pretty much what rhysd said.
i always use flags - and generally put a comment there somewhere in the beginning of the group to indicate what all the flags are for.
repeat while left mouse button is down
+ Xpos of mouse < frame width/2
repeat while left mouse button is down
its 100% redundant. you can now deactivate single lines, not only groups. so the theory of seeing events you dont want to delete is shot to pieces. you can do that without using NEVER.
you are better off looking at Almightyzentaco's video tutorials. https://www.youtube.com/user/almightyzentaco
who is this mystery person appeared out of nowhere with no products? perhaps you dont have access to what you may need
ABGO has examples including a match3 example - there are examples everywhere for this - see clickstore - see the example section
go to your clickstore; downloads
you can load images into a normal active.
the screen capture is limited to screen size tho
have you even tried experimenting with normal effects. it doesnt look very complicated at all.
the counter object HAS got the gradient option if you want to use it
it looks like a XOR or OR applied to the "window" image in front of the other items
looks like trolling to me chris
2nd way.. and i would debug, cause i reckon you'll find the object not working is not on the layer you think it is
new images are better.. the collisions all must be on same layer to register - check the objects not working is on the same layer - you are testing the overlap - perhaps it may not be.
i cant see, too small... put your overlap condition first, then the additions after that.
animation changes are excellent.. finally get to expand that area
probably just use a string. you are referring to fusions way of using FLOATS for your result. if you dont use decimals, the result will return an Integer.
contact Jeff at Clickteam with your serial number etc. he will help you ... if you are legit.
^ this GWKTM
it comes from Clickteam's extension Pack1;
@neverk. good to see you are willing to pay for F3 - Q. did you get F2.5 in the bundle? (you realize that was a bargain)
CT has been doing the same thing with their product and pricing models over the last decade +.
there's always "that person - who wants it their way - usually free.
moving left/right with keys will do nothing - because its always being set by the mouse's X position.
choose 1 or the other
global values (ARE) counters/values that are kept which can be referenced on ALL frames.
you have unlimited global values starting at A,B,C etc they can be renamed so you know what they are in...
but what DaveC is saying; is leave them all in 1 Dir/Anim and just set it to which ever Frame; rather than moving between 32 images without changing animations; you could have "a lot" accessible in 1
i suggest you look at other fusion path finding. this your job.
turn your monitor on its side, and rotate the display 90degree. solved ! LOL i would think hard about why you are using that res!?!
use this plugin - http://www.rtsoft.com/forums/showthread.php?7508-Audio-Patch&goto=nextoldest
export as .b3d
step 1; download file- extract the .py to file folder
step2; start blender -...
or reverse the animation...
where i made alterations, i added a red comment line(blank)
when i saw you asking about this, i thought WTF you lazy sod. its easy. (if you understand the code) - dont copy something you dont understand. do your own which you do know what its doing.
what you see on the 2d field doesn't have to mean is it literal. 1 pixel may equal 0.1 on the 3d axis IF you want it to
normally in 3d programming for that question - is to check the distance between both collision spheres/radius is lesser - eg - if both radius is 1, and if they are closer than 1, then they are...
2d text - visibility is Always ON. cannot set it to invisible or turn it off at start of frame; set transparency does not work either.
Not a high priority, but perhaps as idea, with animation looping; have another that is set to "ping-pong" back and forth - so it cycles to end of frame, and cycles back to start of frame.
it just means you must open the file from within Fusion - already opened. dont just double click the file in explorer
NO. the 2d scene and the 3D scene are 2 different "worlds"
Oh please!!!! Stop with the i want a free product. clearly just tire kickers anyway!
actives will wrap, if you tell them to. they don't automatically wrap. (they must be set as a "moving" object - eg bouncing ball, etc - just set its speed to zero)
if you are moving the layer, and...
/extensions folder & /data/runtime folder (there are in some cases different files for both)
there was an example made a long time ago using Overlay. Its entirely possible.
physics objects must have the hot spot set in the middle. having said that, this is nothing you can control, because the BOX shape that is applied will do this.
i played with the jakes example, and...
its MagicaVoxel.. yeah im finding it a great little tool for some new ideas.
we need to lure andy back from his piles of money and come back to click. hahahaha
thanks Perry. enjoy.
the car file looks great.. and its incredibly easy to do something like that.
setting a scene is not time consuming... its can be almost non-existent. just by dropping, the engine and camera onto the frame its done. its no different to making a physics game - you have to...
[licks lips] :P
looks cool.. i like his use of billboards
firefly is still in dev; i have struck many weird glitches - and some things just keep crashing the game, so i left stuff out. i was doing more effects - like scores coming out of ghosts etc, and it...
thanks marv, hope it gives you some ideas, or play around with some things, or give you ideas to convert standard 2d click games to 3d.
thats great Triadian - it may seem obtrusive, but not as frustrating when you accidentally remove a material
wings3D - it by far the easiest; exports 3ds; http://www.wings3d.com/ * doesn't animate
regarding texturing - unwrap3d is extremely good; but its not free http://unwrap3d.com/u3d/index.aspx (50...
Here is my Firefly example;
The game all runs as any other click 2d game regarding the game logic - in other words; using the same methods, you can make any 3d game from your 2d fusion source code*...
you will have to play with the radius of your collision im guessing.
moving it is obviously easier. just when you click delete by accident, its gone!
there are pipelines available - you will have to search for the plugins/methods
When you have the last most material selected (sometimes) you cannot add a NEW material, * you have to go back to an earlier material index
Not a big issue, but does cause some frustration... the...
yeah the blender thing is just so inappropriate. just why not stick with blender!?
IF... you have ever made a 3d game before, you would know that it takes time to create assets.. and in majority of cases, people judge what is possible by how it looks, and if dodgy or (free) models...
As the title suggests, the Text needs alignment added, ie left justify, centered, right justify
the co ordinates - can be relative to anything.. eg - the center of a 640x480 frame is x=320, y=240 - the 3D co ordinates can be exactly the same if you like. its all relative to where the camera IS...
i took a look at your crawler chris, and did the same thing as you just suggested, and it works.
this seems weird regardless; as it should be able to load in a material on creation.
just create new mesh node and then this: it works on the first (if not destroyed), but not on any created afterwards. i am not making a new node; just a copy of the first ( or am i going to have...
When I create a new mesh (instance of the object i want), and try to load a material, it fails, leaving the mesh blank. Is this a bug?
right most has a basic material added, then left 2, dont.
i posted it in the bug tracker - relating to the racecar - its also the same... years ago. its still there (2014) *(the bug was listed in the comments at the time)
i just checked; it was when i had...
with the [spaceship movement], you just use deceleration
the physics spaceship movement is rubbish - ie It's bugged, and always has been including many other movements regarding deceleration, and...
a lot of .x came with .dds - which i use DDS converter ( http://www.ddsconverter.com ) to change them. loading the texture from the material cache will work fine on the loaded .x model.
hes actually saying he got the stand alone by mistake - he needs the Steam version
great. i have a ton of stuff from my 3D days in blitz3D & DBpro - it all works.
the static mesh open dialog; supported models, doesn't include b3d, nor x (which both import OK with their textures intact) - switching it to All Files, i was doing it. perhaps add them to supported.
yes you can, if you are happy with that.
you go to the downloads in the 2.5 owners lounge forum. first post has all the links
use this as a learning experience. the end of the day, you are going to have custom make platform movement, for better results. the built in movement is fine for beginning.
there is a platform example, which demonstrates this;
basically, actives are placed for platforms, player, etc - then a loop is run to create the 3d objects from the 2d positions of the actives...
i crashed thru a wall and got stuck. :/