Search:

Type: Posts; User: SolarB; Keyword(s):

Page 1 of 3 1 2 3

Search: Search took 0.01 seconds.

  1. Hey, thanks for checking out my example :) ...

    Hey, thanks for checking out my example :)

    Unit overlap has always been the bane of developers, I think I read somewhere that even the Starcraft devs came up with hacky ways of overcoming this and...
  2. Wishlisted!

    Wishlisted!
  3. Replies
    38
    Views
    4,166

    Congrats dude this is awesome.

    Congrats dude this is awesome.
  4. Replies
    72
    Views
    18,244

    Ultimate Fullscreen is available in the extension...

    Ultimate Fullscreen is available in the extension manager.
  5. Replies
    1
    Views
    749

    Psychedelic Spiral Circles Effect

    A cool way to make a nice psychedelic effect.

    2 examples, the second building on the first.
  6. I've spent the past week trying to isolate the...

    I've spent the past week trying to isolate the issue with no success. The app runs great at 60fps for a few minutes before it slows down to 45, then further down to the 30s.

    There's nothing...
  7. Update: Following advice in another thread...

    Update:

    Following advice in another thread instead of creating and destroying objects they are now "reused" ie. all objects are created at the start of the frame and nothing is destroyed (file...
  8. Progressive framerate drop with repeating sequence

    At first the framerate is fine with the amount of objects created but after some time the framerate begins to drop. This is evidenced by the Minimum FPS counter gradually falling.

    The sequence...
  9. This is a cheap and dirty way to do it X) Set...

    This is a cheap and dirty way to do it X)

    Set some global values to be 4 and 2, then set another value to generate a number, then set the value written to the array to be the value (floor or wall)...
  10. Replies
    8
    Views
    7,973

    Thanks! The "inbuilt", "invisible" range...

    Thanks!

    The "inbuilt", "invisible" range detector works by switching to the animation containing it, checking for overlap, then switching back to the original animation immediately.

    If you...
  11. Can confirm microstutter on Flash runtime. ...

    Can confirm microstutter on Flash runtime.

    Checking machine independent speed and different framerates doesn't make a difference for me.
  12. Replies
    72
    Views
    18,244

    There is only ever FieldSize x Fieldsize tiles,...

    There is only ever FieldSize x Fieldsize tiles, which are then translated to Z height using a value. The height is an illusion created by assigning Z value, therefore all tiles on the plane are...
  13. This is essentially what my example does. I...

    This is essentially what my example does. I didn't know you could limit using the mouse object, that's worth a try!
  14. I've put a minimum boundary just in case. If you...

    I've put a minimum boundary just in case. If you want the crosshair to still overlap the player you can set MinDist in the alterable value to 0. I don't think there's a way to hard constrain the...
  15. From an old example I dug up. You can change the...

    From an old example I dug up. You can change the distances etc in the crosshair values. I hope this is what you're after?
  16. Still very much there in Simon's shader example,...

    Still very much there in Simon's shader example, not so much at slower speeds but more visible setting the multiplier or global value higher.
  17. Replies
    72
    Views
    18,244

    DaveC could be done with normal maps and a shadow...

    DaveC could be done with normal maps and a shadow system for smooth lighting, grid lighting might be a bit more difficult with the top-down 2.5d but could be workable
  18. Replies
    72
    Views
    18,244

    IsoLight ...

    IsoLight is now 70% off for a holiday sale!

    12th December to 5th January
  19. Replies
    176
    Views
    33,823

    schrodinger - does P3D feature camera culling ie....

    schrodinger - does P3D feature camera culling ie. blocks off screen are not rendered? You would likely need to render 5-20 platforms if so...
  20. Replies
    6
    Views
    1,225

    My Easing Widget ...

    My Easing Widget includes most of the functions schrodinger linked. For RGB values you can copy/paste some of the code from it!
  21. I first noticed the issue when a simple game I...

    I first noticed the issue when a simple game I made exported with Flash exhibited stuttering. I noticed on Newgrounds that Flash games using Fusion stuttered whereas others on the same website did...
  22. Kevin Spacey gave me microstutter :o

    Kevin Spacey gave me microstutter :o
  23. Replies
    18
    Views
    2,483

    I think it's because you're using sin and it...

    I think it's because you're using sin and it never exactly hits 0. Like mobichan says you could clamp it using

    !leftKeyDown && !rightKeyDown
    +abs(xSpeed) > 0.01
    -->xSpeed -= sign(xSpeed) *...
  24. Replies
    18
    Views
    2,483

    You would have to do maxRunSpeed*-1

    You would have to do maxRunSpeed*-1
  25. Replies
    3
    Views
    690

    Tools -> Preferences -> Frame editor - Margins

    Tools -> Preferences -> Frame editor - Margins
  26. Replies
    72
    Views
    18,244

    IsoLight is featured on The Reactor! Become a...

    IsoLight is featured on The Reactor! Become a patron by subscribing to the Clicker tier and get a free copy.

    Here is a little tutorial video I made for the Reactor stream:

    ...
  27. Replies
    11
    Views
    2,101

    We would need more information such as how your...

    We would need more information such as how your tower would produce the units, ie that they come out of it when you click on it, or on a timer, etc. If you already have pathfinding set up for units...
  28. Replies
    32
    Views
    5,483

    I agree 100% with Muddy's orange/teal comment.

    I agree 100% with Muddy's orange/teal comment.
  29. Replies
    72
    Views
    18,244

    I found a simple(ish) solution that doesn't...

    I found a simple(ish) solution that doesn't require any array stuff (see attached). Easy to implement but I might add it if there is enough demand in a future update.

    Re parallax scrolling, this...
  30. Replies
    0
    Views
    806

    [PAID] Flocking object ported to Android

    A port of the beautiful Flocking object to Android.

    Anders has already ported it to iOS and has kindly made the source code available here: https://github.com/Andos/Flocking

    Willing to pay...
  31. Replies
    22
    Views
    6,519

    Height mapping, lakes, shadows?? Awesome.

    Height mapping, lakes, shadows?? Awesome.
  32. Replies
    72
    Views
    18,244

    Sorry for the lack of updates, I'm making...

    Sorry for the lack of updates, I'm making progress though - storing the frames works, but they still de-sync because of animation speed vs framerate vs when each tile loads. I'm experimenting with a...
  33. Replies
    72
    Views
    18,244

    Ah yes you're right I did have the same amount of...

    Ah yes you're right I did have the same amount of frames. I'll try to implement a frame storing system since that seems like the best workaround.
  34. Replies
    72
    Views
    18,244

    I tested it and it should work. Also make sure...

    I tested it and it should work. Also make sure you get rid of the "cubes for ground" section of code as this might be messing with it as well.

    If you're running it uncapped at 999 fps setting the...
  35. Replies
    2
    Views
    764

    I tried a simplified version of this, hope it...

    I tried a simplified version of this, hope it helps!
  36. Replies
    72
    Views
    18,244

    Oops I should have said use directions instead of...

    Oops I should have said use directions instead of animation sequence. I *think* this fixes the issue!
  37. Replies
    72
    Views
    18,244

    Thanks! It's designed for isometric, though there...

    Thanks! It's designed for isometric, though there may be some techniques that could be helpful for other "2.5D" games. The games you mention wouldn't be too complicated to make in Fusion though with...
  38. Replies
    72
    Views
    18,244

    I will definitely fix any bugs users come across....

    I will definitely fix any bugs users come across. If there is enough demand for a specific feature I'll put it in, though the engine is designed to be modified and built upon by the user. It should...
  39. Replies
    72
    Views
    18,244

    It will be going up to $14.99 which was the...

    It will be going up to $14.99 which was the initial price I planned for it. I would have liked to set a lower price but a lot of effort went into making it as efficient as possible.
  40. Replies
    72
    Views
    18,244

    Hi guys! The sale on the Isometric Lighting...

    Hi guys!

    The sale on the Isometric Lighting Engine ends in a week (8th August) so if you'd like 30% off please hurry!

    Thanks to those who have already purchased, your contribution is helping me...
  41. Replies
    72
    Views
    18,244

    Just to clarify: - Lighting *should* work with...

    Just to clarify:

    - Lighting *should* work with Android and iOS as they support HWA.

    - HTML5 should work (no lighting). When I tested it though the scrolling bugged out. I'm in the process of...
  42. Replies
    72
    Views
    18,244

    The engine uses no shaders or extensions so...

    The engine uses no shaders or extensions so theoretically it should support all runtimes without the lighting (as a functional isometric engine). The lighting uses RGB Coefficient which requires...
  43. Replies
    72
    Views
    18,244

    PM'd, hopefully I can help with the first issue....

    PM'd, hopefully I can help with the first issue.

    Regarding making another object, you'll have to code your own loading scheme for different objects since the loading only handles the level and...
  44. Replies
    72
    Views
    18,244

    Thanks schrodinger and a big shout out to you for...

    Thanks schrodinger and a big shout out to you for correcting/identifying some minor bugs. These will be adressed in a future update when I get more feedback from users to see if there are any other...
  45. Replies
    12
    Views
    2,737

    Thanks for the high praise :) Yes the flat fee...

    Thanks for the high praise :)

    Yes the flat fee grants you the license to use the code however you wish, provided of course you don't distribute the source.
  46. Replies
    72
    Views
    18,244

    That's weird, can you provide some more info? Is...

    That's weird, can you provide some more info? Is anyone else having this problem?
  47. Replies
    72
    Views
    18,244

    Left click to place, scrolling the mouse wheel...

    Left click to place, scrolling the mouse wheel adjusts height. For further info press F1, also the manual is attached in the first post :)
  48. Replies
    72
    Views
    18,244

    Example

    As requested here's an .exe of the engine to play around with. Of course you won't be able to load in your own tiles since this happens from within Fusion. Saving and loading is disabled but placing...
  49. Replies
    2
    Views
    1,022

    Flocking - no extension experiment

    Flocking in pure Fusion! Should work on any platform.

    I dug up an example I made 5 years ago (still HERE) and optimised it. Now you can add up to 1000 boids! Removed the separation code and...
  50. Awesome. This was much needed.

    Awesome. This was much needed.
  51. Replies
    72
    Views
    18,244

    Animated tiles are definitely possible without...

    Animated tiles are definitely possible without much modification. You would need to change "force animation frame" to "change animation sequence" in the floor and walls in the "Update" group.
  52. My Easing Widget has many easing functions for...

    My Easing Widget has many easing functions for actives etc. Link in my signature.
  53. Replies
    4
    Views
    1,121

    If your actives are set to 'bouncing ball'...

    If your actives are set to 'bouncing ball' movement you can use:

    +Collision active with active
    --> bounce
  54. Great article! I'd like to add something...

    Great article!

    I'd like to add something related to creating and destroying objects:

    Objects will appear destroyed, but will remain in memory until the end of the frame.
    ...
  55. Replies
    72
    Views
    18,244

    @Rayek - It is tile based. Making something like...

    @Rayek - It is tile based. Making something like the Godot example might be possible, I have a 2D normal map example HERE, and Sketchy or Anders' dynamic shadow examples using the Surface object work...
  56. Replies
    27
    Views
    10,869

    These .exes are for MMF and won't work with F2.5....

    These .exes are for MMF and won't work with F2.5.

    You can still open the file by making "fake" .mfx files using the required filenames. Make sure you delete the objects though as it might make...
  57. Replies
    72
    Views
    18,244

    Thanks J3sseM, I might upload a sample .exe here...

    Thanks J3sseM, I might upload a sample .exe here soon.
  58. Replies
    72
    Views
    18,244

    Isometric Lighting Engine - OUT NOW

    Hi all!

    The Isometric Lighting Engine is finally out!


    AVAILABLE ON CLICKSTORE


    There will be a LAUNCH SALE for one month until July for 30% off!
  59. Replies
    27
    Views
    10,869

    Excellent, thanks!

    Excellent, thanks!
  60. Replies
    27
    Views
    10,869

    Yes, it says 'product not installed'. Does it...

    Yes, it says 'product not installed'. Does it work for you?
  61. Replies
    27
    Views
    10,869

    I can't find this in the extension manager. I...

    I can't find this in the extension manager. I have CF2.5 Dev Steam version.
  62. Replies
    18
    Views
    2,507

    I have an example of an open world dynamic...

    I have an example of an open world dynamic loading system with collisions (and normal maps!) for potentially unlimited size maps on Clickstore:...
  63. There may be a shader that does this, otherwise...

    There may be a shader that does this, otherwise you could have a white version of the active and fade that up over the original.
  64. I found this often resolves the issue: On...

    I found this often resolves the issue:

    On collision ball/platform
    - ball: stop
    - platform: stop
  65. Replies
    12
    Views
    4,224

    This looks awesome. Any chance of a Flash demo or...

    This looks awesome. Any chance of a Flash demo or something?
  66. Replies
    8
    Views
    1,314

    If you want to run nested fastloops in foreach...

    If you want to run nested fastloops in foreach loops and keep obect scope you just have to do:

    On foreach loop for Object
    >set alt.val to fixed(Object)
    >start fastloop

    On fastloop
    +fixed...
  67. Replies
    34
    Views
    17,756

    Wow, great stuff tompa! Are you still using a...

    Wow, great stuff tompa!

    Are you still using a lighting system or is the vignette just an effect?
  68. Replies
    48
    Views
    9,036

    Hi Simon, I still have all these badges for...

    Hi Simon, I still have all these badges for software that I don't have! They showed up after I put my steam id into passport. I PMd you about this a while back.
  69. add 'movement-->stop' to the plank in the 2nd...

    add 'movement-->stop' to the plank in the 2nd event :)
  70. Replies
    18
    Views
    3,137

    I did a little test to see if it works and the...

    I did a little test to see if it works and the results seem good. IDs are assigned only to the parent on creation, and thanks to auto-pairing the radars assume the IDs of the parent. To test...
  71. Replies
    18
    Views
    3,137

    My experiences with foreach have been good too,...

    My experiences with foreach have been good too, but of course you're right it's always good to stress test with 100s/1000s of objects to find noticeable differences. Also yes i think IDs are the...
  72. Replies
    18
    Views
    3,137

    Just to add another solution here, this can be...

    Just to add another solution here, this can be achieved with Fusion's automatic object pairing which removes the need to constantly ForEach....
  73. Replies
    1
    Views
    1,605

    This object is now on ClickStore, not sure why it...

    This object is now on ClickStore, not sure why it costs $ now since it used to be free:

    http://clickstore.clickteam.com/plugins/minimap-object
  74. Almost every Fusion-made game I've played has...

    Almost every Fusion-made game I've played has issues with fullscreen. UFS has Steam overlay issues, non-ufs fullscreen causes a white line to appear on the right hand side of the screen and the...
  75. Replies
    7
    Views
    2,413

    Nice one Tony!

    Nice one Tony!
  76. Replies
    10
    Views
    4,224

    Use my Easing Widget...

    Use my Easing Widget [ClickStore]! (or try the free version) >shameless plug< :D
  77. Agreed, arrays would probably not be necessary if...

    Agreed, arrays would probably not be necessary if sensors were assigned ids.
  78. Replies
    3
    Views
    904

    you could try: collision object with object...

    you could try:

    collision object with object
    -> spread value 0 in alt.val(object)

    alt.val(object) = 0 (or 1)
    -> stop

    don't know if this helps, depends on what you want to do i think :)
  79. Replies
    5
    Views
    4,685

    The "Guides, Tutorials etc" section on this forum...

    The "Guides, Tutorials etc" section on this forum is full of great stuff! :)
  80. Have you tried RedHades' isometric engine? It...

    Have you tried RedHades' isometric engine? It has an ordering solution for objects spanning multiple cells: http://community.clickteam.com/threads/37055-Advanced-isometric-engine-demo-and-tutorial
  81. Replies
    13
    Views
    5,130

    This worked a while ago, but it looks like...

    This worked a while ago, but it looks like something is broken. I tried it in MMF2 as well and it's broken there too, not sure why this is happening.
  82. Replies
    13
    Views
    5,130

    A good example using 3DShader.fx from Sketchy:...

    A good example using 3DShader.fx from Sketchy: http://sketchy.co.nf/downloads/Pseudo3D.zip
  83. Like you say, it would be pretty hard to...

    Like you say, it would be pretty hard to determine the exact cause since your example doesn't show the bug and it could well be a machine/OS/Fusion issue. There are a few things I'd check though, no...
  84. You could potentially copy/paste the new active...

    You could potentially copy/paste the new active into each frame, then in the event editor right click on the previous active's icon and choose "replace by another object", then choose the new active....
  85. Good to hear Popcorn, the credit for this idea...

    Good to hear Popcorn, the credit for this idea must go to Sketchy/Muddy who is a Fusion wizard: http://sketchy.co.nf/
  86. I think negative correction would do it, like in...

    I think negative correction would do it, like in DavidN's custom fastloop movement/collision example. It's true though that the built-in method has its flaws, I think Ziplock's is a good idea...
  87. Here's the example, can resume animation frame...

    Here's the example, can resume animation frame with built-in or custom movement. In the example the hit-box is a 32x32 circle at the top of the legs. Sorry for the weirdness of this, it was the...
  88. Looki's shaders:...

    Looki's shaders: http://lukasmeller.com/mmf/shaders/

    I don't think Sphax has linked his shaders on his new site (very nice btw Sphax) but I'm sure he will :)
  89. Another way is to use a 'built-in' collision...

    Another way is to use a 'built-in' collision detector. Make a new animation (ie. "Mask") and draw your detector, then use:

    Always
    -> "active" - set animation to "Mask"

    Active is overlapping...
  90. Replies
    5
    Views
    1,878

    Thanks for clarifying Snail, it could be related...

    Thanks for clarifying Snail, it could be related to this.

    I meant frames, yeah. I used "ticks" to avoid confusion with Fusion's "frames". You could also do:

    tick = 0
    -> clear/destroy Array...
  91. Replies
    5
    Views
    1,878

    This may be related to how Fusion destroys...

    This may be related to how Fusion destroys objects - at the very end of the event loop (http://bugbox.clickteam.com/issues/2016). Does it help if you put those events on separate ticks?
  92. Replies
    11
    Views
    6,750

    The example shows how to decouple movement from...

    The example shows how to decouple movement from framerate, resulting in 'framerate independence'. The buttons set the actual framerate of the application, and are there to demonstrate that under the...
  93. Replies
    34
    Views
    6,451

    Nooooooo!!! XD

    Nooooooo!!! XD
  94. Replies
    10
    Views
    4,713

    I iz makes sik gameZ and iz cpy/pastE heeps gO_od.

    I iz makes sik gameZ and iz cpy/pastE heeps gO_od.
  95. Replies
    11
    Views
    6,750

    Using SEELE's example:

    Using SEELE's example:
  96. Replies
    34
    Views
    6,451

    I love that software, it's the best. It makes all...

    I love that software, it's the best. It makes all my games better^102.

    Coded message lol. Cool animation!
  97. And may your results indeed be glorious! \o/ ...

    And may your results indeed be glorious! \o/

    Lol thanks for the info tompa, anyway I quite enjoy deciphering your examples :pacman::pacdot::pacdot:
  98. Thanks Schrodinger, good to hear, I was afraid I...

    Thanks Schrodinger, good to hear, I was afraid I might be making some grievous error but I'm glad that it's not the case. It's true however that processing speed is greatly reduced by the addition of...
  99. Please forgive my ignorance, but I'm not quite...

    Please forgive my ignorance, but I'm not quite sure why you guys are doing it this way. In my mind one ends up with a large array file no matter what. I'm having no issues so far with the method in...
  100. Replies
    14
    Views
    2,165

    Lol ok, I meant I've never seen it anywhere else,...

    Lol ok, I meant I've never seen it anywhere else, has anyone? This could determine whether or not it's a Fusion issue..
  101. Replies
    14
    Views
    2,165

    Chris, what are your thoughts on this?...

    Chris, what are your thoughts on this? http://community.clickteam.com/threads/91585-Blurry-object-when-set-too-fast?p=659237&viewfull=1#post659237
  102. Replies
    5
    Views
    1,327

    I did a test using x position rather than...

    I did a test using x position rather than bouncing ball and the problem persists. Actives 'jitter' and become blurry at higher speeds after ~10 seconds. I didn't notice it before but it really...
  103. Replies
    5
    Views
    1,327

    Are you using HWA (Direct3D) or Standard? This...

    Are you using HWA (Direct3D) or Standard? This could be a framerate/vsync/monitor refresh rate issue, you could try setting your framerate to 60 or higher (or matching it to your monitor's refresh)...
  104. Replies
    3
    Views
    829

    Personally I would go with 4 - active objects if...

    Personally I would go with 4 - active objects if what you want is speed, but keep an eye on your memory. 1 second seems like a bit long for the screen you posted. Dynamic loading seems like the way...
  105. unlimited mouse/touch scrolling using layer object (with smooth release)

    Simple way of doing accurate Google Maps style scrolling using the layer object. No extensions, 2 events (normal), 4 events (smooth, deceleration on release based on mouse velocity). Supports custom...
  106. Replies
    72
    Views
    13,247

    Merci bien! :)

    Merci bien! :)
  107. Replies
    72
    Views
    13,247

    Crashes this example...

    Crashes this example http://clickstore.clickteam.com/platformer_nomal_maps [forum mirror] after < 30 seconds. Worked with 283.5, narrowed it down to a shader bug since it does not happen with the...
  108. Gosh. Darn. Nice. Loving the dog, I'm sure...

    Gosh. Darn. Nice. Loving the dog, I'm sure he/she's keeping it warm and snug in there too.


    Maybe, but their BIOS has a single primary directive - settle inside my ear canal and breed.
  109. Replies
    2
    Views
    733

    You don't need the Foreach loop, the reason it's...

    You don't need the Foreach loop, the reason it's not working is because foreach is scoping a single object within its loop rather than all of them:
  110. Replies
    8
    Views
    2,486

    Are you using "overlap" or "collides with"? The...

    Are you using "overlap" or "collides with"? The second (shows up green) is processed before the event loop and I find it to be more reliable.
  111. Cheers DaveC, this is great. @ChrisB - dark :)...

    Cheers DaveC, this is great.

    @ChrisB - dark :) Btw I have a mate who's got a shipping-container dwelling out in the woods somewhere. I considered doing the off-grid thing but then I realised I...
  112. Replies
    9
    Views
    2,317

    I think an app like this would make squillions.

    I think an app like this would make squillions.
  113. LUA is supported through the xLua extension and...

    LUA is supported through the xLua extension and there's another extension too, but they could be out of date and are Windows only.
  114. Replies
    6
    Views
    1,501

    When you click on the active with the qualifier,...

    When you click on the active with the qualifier, only that active is scoped. Even if you set the rest to 0 in the same event, only the clicked active will work because the scope has been narrowed...
  115. I was under the impression that Android and iOS...

    I was under the impression that Android and iOS use HWA, so alpha blending should be ok?
  116. Hey dude, haven't seen you around here lately,...

    Hey dude, haven't seen you around here lately, welcome back. I don't have the example, but seele did a one event smooth-scrolling example somewhere in this thread:...
  117. I'm still not quite sure what you mean, but...

    I'm still not quite sure what you mean, but there's a lot of good info here http://community.clickteam.com/forums/358-Clickteam-Guides-Tutorials-and-Examples especially the "object scoping" and...
  118. @Ziplock - the spread value -> fastloop -> ID =...

    @Ziplock - the spread value -> fastloop -> ID = loopindex method is outdated due to the implementation of native foreaching. I would highly encourage the use of actions -> count -> for each object...
  119. Replies
    48
    Views
    9,036

    Thanks Simon, PM'd you.

    Thanks Simon, PM'd you.
  120. Replies
    48
    Views
    9,036

    Thanks Jeff, received.

    Thanks Jeff, received.
  121. Replies
    48
    Views
    9,036

    Not fussed, I wanted a Steam key so that I could...

    Not fussed, I wanted a Steam key so that I could upload some examples to the workshop and help out around the Steam community.
  122. I'm using a system similar to the one I used here...

    I'm using a system similar to the one I used here, adjusted for the isometric translation and with no fastloops. However there could be caveats relating to memory depending on how many textures are...
  123. Replies
    48
    Views
    9,036

    I PM'd kisguri for a steam key for my store...

    I PM'd kisguri for a steam key for my store version last week and sent an email to steam@clickteam.com a few days ago but still no reply..
  124. Replies
    6
    Views
    2,351

    Screenshots? :)

    Screenshots? :)
  125. Replies
    6
    Views
    1,999

    Sorry for the bump, I just noticed that this...

    Sorry for the bump, I just noticed that this question was posted here - answered previously via PM but if anyone is curious here's the reply:

    Some good info about easing is here:...
  126. Not guaranteed to work, but if you haven't tried...

    Not guaranteed to work, but if you haven't tried unchecking the frame option "handle background collisions even out of window" it may be worth a shot. Also I heard somewhere that collisions on Layer...
  127. As an alternative you could try my Easing Widget...

    As an alternative you could try my Easing Widget (free version) :)
  128. Replies
    3
    Views
    1,731

    I would say device scaling, but if you want to...

    I would say device scaling, but if you want to have more fancy stuff like way smoother scrolling or zooming (like you see in SB:SaS) I've experimented with a solution which involves placing your...
  129. Replies
    44
    Views
    10,333

    Fantastic, voted. Any plans for a mobile release?

    Fantastic, voted. Any plans for a mobile release?
  130. Replies
    3
    Views
    1,141

    The simplest way is to have an active with your...

    The simplest way is to have an active with your glow image and set its shader effect to "add"
  131. For some reason loud cursing every time this...

    For some reason loud cursing every time this happens has not led to me posting a bug report, but I'm glad you did :)
  132. Replies
    8
    Views
    2,039

    If you're working with arrays a simple way of...

    If you're working with arrays a simple way of doing a 'legend' is to use the names of an active's variables. ie say you're using an array to store variables for instances, have a reference active...
  133. Replies
    1
    Views
    1,453

    awesome! this takes me back to the good old days...

    awesome! this takes me back to the good old days :)
  134. Replies
    14
    Views
    5,775

    The extension is included in the .zip file :)

    The extension is included in the .zip file :)
  135. Replies
    8
    Views
    7,973

    Tower Defence Kit [ALL PLATFORMS]

    Tower Defence Kit [ALL PLATFORMS]

    Supports HUGE numbers of towers and enemies. < 30 events!

    About

    From an earlier example and now multi-platform thanks to Crusher's fantastic example (used...
  136. Replies
    31
    Views
    6,127

    @rocketappliances - Moving one block at a time....

    @rocketappliances - Moving one block at a time. If you're going for smooth movement store the x and y positions in alterable variables and do your calculations on these before setting position, "set...
  137. Select Object is crucial and honestly I don't...

    Select Object is crucial and honestly I don't understand why it's not a built-in feature. It really saves on having to use loops and crappy workarounds for basic stuff like scoping/counting specific...
  138. This would be a good feature, though is there any...

    This would be a good feature, though is there any reason you can't switch the counters to 'text'?
  139. Replies
    31
    Views
    6,127

    Lol yeah, I often do a whole bunch of mini-tests...

    Lol yeah, I often do a whole bunch of mini-tests with different systems until I find one that fits in with everything else I have, painful but ultimately rewarding :)

    If your enemies have grid...
  140. Replies
    31
    Views
    6,127

    I think 3 would be a waste as un-checking 'fine...

    I think 3 would be a waste as un-checking 'fine collisions' for an active technically makes any overlap checks bounding box collision checks. Depending on how many collision tiles you have on screen...
  141. Replies
    8
    Views
    2,622

    Sketchy has a very simple method here:...

    Sketchy has a very simple method here: http://www.create-games.com/download.asp?id=8855 and the example contains other useful tile stuff.
  142. Replies
    15
    Views
    3,859

    You can effectively "wipe" the player in and out...

    You can effectively "wipe" the player in and out of the invisible wall using Active Picture and offset, it's not perfect and since it uses this object it's probably not ideal for animations. Loading...
  143. Replies
    9
    Views
    2,148

    I haven't checked but this is most likely...

    I haven't checked but this is most likely happening because all your walls are running the shader. You could replace 'always' with an overlap check or only assign the shader to actives that are on...
  144. Replies
    9
    Views
    2,148

    You can use the parameters fX, fY in the shader...

    You can use the parameters fX, fY in the shader to set the position of the 'hole' as a percentage of the width/height of the active:
  145. Replies
    31
    Views
    6,127

    @tompa - Truly unlimited. Very nice :) In my...

    @tompa - Truly unlimited. Very nice :)

    In my experience loading textures from disk in Fusion is very slow, but I guess 'chunking' would solve it. Memory doesn't bother me with low res tiles so I...
  146. Replies
    31
    Views
    6,127

    This is a great system but I'm curious as to why...

    This is a great system but I'm curious as to why you are applying it to tile loading when a simple origin+offset tile scrolling method could be used?
  147. Thread: Oculus Rift

    by SolarB
    Replies
    9
    Views
    11,826

    Entertaining one from gizmodo:...

    Entertaining one from gizmodo: http://paleofuture.gizmodo.com/this-is-what-i-see-every-time-you-tell-me-how-cool-ocul-1530587594

    Personally I won't be satisfied until we get the holo-bands from...
  148. I did this for a project a while back, top-down...

    I did this for a project a while back, top-down view with scrolling, could help:
  149. Replies
    12
    Views
    6,095

    Very nice! :)

    Very nice! :)
  150. Replies
    14
    Views
    5,775

    Revisions done, thanks to PixelatedPict for the...

    Revisions done, thanks to PixelatedPict for the character sprite!
  151. Replies
    12
    Views
    6,095

    The Tower Defense link in my sig uses multi...

    The Tower Defense link in my sig uses multi pathfinding and native 2.5 ForEach if you want to check it out.
  152. Replies
    14
    Views
    5,775

    File on hold, revisions need to take place for...

    File on hold, revisions need to take place for ClickStore but it will be here soon.
  153. Replies
    14
    Views
    5,775

    Unlimited Open World Platformer

    With added normal map lighting.

    Follow up to the previous example, issues with delta time and collisions addressed (not fully).


    TEST THE FLASH VERSION


    Version with lighting:
  154. Replies
    7
    Views
    3,296

    The loading time and hang are due to the terrain...

    The loading time and hang are due to the terrain generation. Replacing this with a randomly generated array or your own level will make it much faster, even working with Flash.
  155. Replies
    7
    Views
    3,296

    Unlimited open world collision example

    Theoretically unlimited open world movement with pixel-perfect array collisions and random terrain. Maintains very high framerate thanks to a dynamic tile loading system. Good for MMORPGs. It's...
  156. Replies
    12
    Views
    4,015

    You could use this kind of loop to trigger...

    You could use this kind of loop to trigger different functions where the names of these function loops are stored as alterable strings in instances of an active, ie:

    flag 0 (active) is on
    -->...
  157. Replies
    3
    Views
    1,682

    If you have a white object and you want to set...

    If you have a white object and you want to set the colour to red:

    on whatever
    ->set RGB Coefficient to GetRGB(255,0,0)

    Red is (255,0,0)
    Green is (0,255,0)
    Blue is (0,0,255)
  158. Hi Ben, glad you're on the team. +1 WebGL or...

    Hi Ben, glad you're on the team. +1 WebGL or some kind of basic shader support, CT mentioned there's source for it that they had some trouble with...
  159. I get the error "This application has been built...

    I get the error "This application has been built with an incompatible version..." Using build 283.4. Is this developer only?
  160. Replies
    80
    Views
    73,079

    Congrats animdude, inspiring game proving that...

    Congrats animdude, inspiring game proving that originality and good ideas are still welcome in the gaming world :)
  161. Replies
    4
    Views
    1,084

    Cool, good luck :)

    Cool, good luck :)
  162. Replies
    4
    Views
    1,084

    Hi, it's almost there, first remove "start loop"...

    Hi, it's almost there, first remove "start loop" from line 215 because this will likely cause a crash. Then move overload < 10 to line 215 under "on each", you may need to change it to <= 10
  163. Replies
    2
    Views
    804

    Great workaround, thanks!

    Great workaround, thanks!
  164. Replies
    7
    Views
    2,268

    @Danny - thanks for the mention! @Klik-It -...

    @Danny - thanks for the mention!

    @Klik-It - HTML5 doesn't support shaders as yet (http://community.clickteam.com/threads/88979-RGB-coefficient-support-exists) but you may be able to use...
  165. Replies
    6
    Views
    1,999

    Thanks Perry and thanks Ximo for the review! ...

    Thanks Perry and thanks Ximo for the review! More to come for sure.
  166. Replies
    6
    Views
    1,999

    Easing Widget Lite (extension-less)

    Lite version of the Easing Widget, available on CLICKSTORE

    Try a Flash demo HERE

    This widget makes it simple to add tweening animation to your project. The free version in the attachment has 6...
  167. Replies
    26
    Views
    4,746

    Voted! Game looks amazing. That voice in the...

    Voted! Game looks amazing. That voice in the trailer sounds familiar...
  168. Replies
    0
    Views
    805

    Universal Easing Widget (extension-less)

    Hi everyone,

    I'm happy to finally release the Easing Widget! It's simple to use and will do movement, rotation and scaling. Users of older products can rejoice because it was coded in MMF2. ...
  169. Replies
    2
    Views
    804

    physics and runtime scale

    Sorry to post a bug here but I reported this a month ago and it hasn't been looked at. Surprised nobody has caught this: http://bugbox.clickteam.com/issues/2322

    Scaled objects with static...
  170. Replies
    1
    Views
    738

    If you have the same number of npcs or players as...

    If you have the same number of npcs or players as there are LOS objects mmf should auto-pair, but it can be inconsistent. You could use fixed values stored in an alterable variable or use a built-in...
  171. Replies
    19
    Views
    4,982

    Great update, but issues still exist: ...

    Great update, but issues still exist:

    http://bugbox.clickteam.com/issues/2361
    http://bugbox.clickteam.com/issues/2322
  172. Replies
    10
    Views
    1,723

    Honestly it's fine, no need for more events -...

    Honestly it's fine, no need for more events - just move the load array action before the loop in 'start of frame' and the save action after 'start loop' in the saving event. The loop will execute...
  173. Replies
    10
    Views
    1,723

    @Paobrasil - you are right :) @DaveC - nice...

    @Paobrasil - you are right :)

    @DaveC - nice example but might I point out you don't need to load/save the array in the loop ;)
  174. Replies
    3
    Views
    1,805

    Combat demo

    Thanks Ryan :)

    The attached .zip contains a demo build of the range check/shoot system using instances of a single active if anyone would like to test it.

    Hold Q - generate more enemies
    ...
  175. Replies
    10
    Views
    1,723

    Use the loopindex as your Y: Start loop...

    Use the loopindex as your Y:

    Start loop 'count' [total maps] times

    On loop 'count'
    --> add valueatxy (0, loopindex('count')) to counter.variable
  176. Replies
    3
    Views
    1,805

    [RTS] Eternal Orbit (open source)

    ETERNAL ORBIT

    https://dl.dropboxusercontent.com/u/22580256/screenshot1.png

    Resurrected project, thanks to F2.5 physics and a new instance-based combat system. Will be updating this until my...
  177. Replies
    7
    Views
    2,268

    Geiss/Milkdrop-like Cloud FX (Physics)

    Uses only the 'add' shader and physics engine.

    ~ = show debug


    14443 14444
  178. No reason :) I was using it to figure out size...

    No reason :) I was using it to figure out size and squashing constraints. I should have changed it for readability and efficiency though, so thanks for pointing it out. This inspired me to make a...
  179. No probs, I'm using sin and cos to give the...

    No probs, I'm using sin and cos to give the movement some easing but you can use anything, ie. setting scale to T_Time will result in a continuously expanding object. By constraining, adding and...
  180. This can be done with alterable values acting as...

    This can be done with alterable values acting as timers for each object. Small example:
  181. Replies
    5
    Views
    1,414

    No worries, I assume there's no workaround like...

    No worries, I assume there's no workaround like for Flash? Thanks for the info.
  182. Replies
    5
    Views
    1,414

    RGB coefficient support exists?

    Hi all,

    I am considering buying the HTML5 exporter but I've heard that currently it does not support setting RGB coefficient and other HWA functions. For me this is a dealbreaker as I use this...
  183. "I have two Titans in SLI..." - lucky you! :) I'm...

    "I have two Titans in SLI..." - lucky you! :) I'm still bleeding dry my gtx580. AFAIK movement code is processed by the CPU and I find that fast looped collisions take out a big chunk of frames. ...
  184. Replies
    4
    Views
    1,366

    Your examples are quite different from each...

    Your examples are quite different from each other, the thinner walls in the second one might be affecting it as well as the settings you have specified in the Flocking object itself (ie you have...
  185. Replies
    4
    Views
    1,366

    Hope this helps, also you might need thicker...

    Hope this helps, also you might need thicker walls or be using separate tiles rather than a whole backdrop, the flocking doesn't seem to cope well with it. Also you don't have to always be adding...
  186. Replies
    1
    Views
    782

    Resetting the pathfinder map after the selection...

    Resetting the pathfinder map after the selection click is causing the issue. Remove line 90 in your example or place it above the other two events and it should work.
  187. Replies
    2
    Views
    2,267

    Quick Level Editor - Example

    Simple level editor (10 events) that supports custom tile and frame sizes. Uses one active for all tiles and the array object to save and load levels. Please note that the tiles in this example are...
  188. Replies
    5
    Views
    1,054

    Here is a simple editor that supports unlimited...

    Here is a simple editor that supports unlimited tiles, sizes and resolutions with less than 10 events:
  189. I heard somewhere that if you're using D3D...

    I heard somewhere that if you're using D3D backdrops are rendered the same as actives, so with HWA backdrops vs. actives becomes less of an issue, although backdrop collisions on layer 1 will be much...
  190. With your method I think you could just have your...

    With your method I think you could just have your invisible object and the platform object and z-order your actives at runtime, so if the player is on top, left or right of the platform he would be...
  191. Replies
    1
    Views
    800

    Use the Layer object to set the effect and...

    Use the Layer object to set the effect and parameter instead of Storyboard. Layer object -> by index -> effect ->
  192. Realised OP has tried this, but the objects...

    Realised OP has tried this, but the objects probably glitch out with this method because the movement is being constantly set.. Maybe adding a flag to control this would help? Otherwise yeah could be...
  193. I don't have the Android exporter and I opened...

    I don't have the Android exporter and I opened the file using a workaround so I don't know if the settings are right but if you don't have it set try using Direct3D as the display mode and turning...
  194. Replies
    3
    Views
    4,944

    One of the versions here might work: ...

    One of the versions here might work:

    http://www.dynamicarcade.co.uk/downloads/extensions2/Select/
  195. Replies
    9
    Views
    1,762

    This method is outdated, using the built-in...

    This method is outdated, using the built-in foreach loops is much more efficient. Also if you use the Select Object to pick the closest target it eliminates the need for the nested loop which is...
  196. Are you talking about collisions, movement or...

    Are you talking about collisions, movement or layering? For layering you can use the layer object to sort by Y descending (I think it is) or just compare Y positions and use order-->move behind/in...
  197. Thread: Abscond

    by SolarB
    Replies
    3
    Views
    1,388

    Very cool!

    Very cool!
  198. Replies
    5
    Views
    1,917

    I usually have a separate layer with scrolling...

    I usually have a separate layer with scrolling coefficients set to 0.0 and put all hud elements there, that way I don't have to worry about ordering and can easily show or hide the entire hud using...
  199. Replies
    2
    Views
    1,021

    If you do a search on the forums I'm sure...

    If you do a search on the forums I'm sure something will come up :)
  200. Replies
    2
    Views
    824

    This example is an old way of resizing a window...

    This example is an old way of resizing a window without the UFS object but it does demonstrate how to resize a sub-app using the window control object:...
Results 1 to 200 of 500
Page 1 of 3 1 2 3