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...
Type: Posts; User: SolarB; Keyword(s):
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...
Wishlisted!
Congrats dude this is awesome.
Ultimate Fullscreen is available in the extension manager.
A cool way to make a nice psychedelic effect.
2 examples, the second building on the first.
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...
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...
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...
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)...
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...
Can confirm microstutter on Flash runtime.
Checking machine independent speed and different framerates doesn't make a difference for me.
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...
This is essentially what my example does. I didn't know you could limit using the mouse object, that's worth a try!
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...
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?
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.
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
IsoLight is now 70% off for a holiday sale!
12th December to 5th January
schrodinger - does P3D feature camera culling ie. blocks off screen are not rendered? You would likely need to render 5-20 platforms if so...
My Easing Widget includes most of the functions schrodinger linked. For RGB values you can copy/paste some of the code from it!
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...
Kevin Spacey gave me microstutter :o
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) *...
You would have to do maxRunSpeed*-1
Tools -> Preferences -> Frame editor - Margins
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:
...
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...
I agree 100% with Muddy's orange/teal comment.
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...
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...
Height mapping, lakes, shadows?? Awesome.
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...
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.
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...
I tried a simplified version of this, hope it helps!
Oops I should have said use directions instead of animation sequence. I *think* this fixes the issue!
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...
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...
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.
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...
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...
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...
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...
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...
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.
That's weird, can you provide some more info? Is anyone else having this problem?
Left click to place, scrolling the mouse wheel adjusts height. For further info press F1, also the manual is attached in the first post :)
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...
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...
Awesome. This was much needed.
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.
My Easing Widget has many easing functions for actives etc. Link in my signature.
If your actives are set to 'bouncing ball' movement you can use:
+Collision active with active
--> bounce
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.
...
@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...
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...
Thanks J3sseM, I might upload a sample .exe here soon.
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!
Excellent, thanks!
Yes, it says 'product not installed'. Does it work for you?
I can't find this in the extension manager. I have CF2.5 Dev Steam version.
I have an example of an open world dynamic loading system with collisions (and normal maps!) for potentially unlimited size maps on Clickstore:...
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.
I found this often resolves the issue:
On collision ball/platform
- ball: stop
- platform: stop
This looks awesome. Any chance of a Flash demo or something?
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...
Wow, great stuff tompa!
Are you still using a lighting system or is the vignette just an effect?
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.
add 'movement-->stop' to the plank in the 2nd event :)
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...
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...
Just to add another solution here, this can be achieved with Fusion's automatic object pairing which removes the need to constantly ForEach....
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
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...
Nice one Tony!
Use my Easing Widget [ClickStore]! (or try the free version) >shameless plug< :D
Agreed, arrays would probably not be necessary if sensors were assigned ids.
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 :)
The "Guides, Tutorials etc" section on this forum is full of great stuff! :)
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
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.
A good example using 3DShader.fx from Sketchy: http://sketchy.co.nf/downloads/Pseudo3D.zip
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...
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....
Good to hear Popcorn, the credit for this idea must go to Sketchy/Muddy who is a Fusion wizard: http://sketchy.co.nf/
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...
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...
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 :)
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...
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...
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?
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...
Nooooooo!!! XD
I iz makes sik gameZ and iz cpy/pastE heeps gO_od.
Using SEELE's example:
I love that software, it's the best. It makes all my games better^102.
Coded message lol. Cool animation!
And may your results indeed be glorious! \o/
Lol thanks for the info tompa, anyway I quite enjoy deciphering your examples :pacman::pacdot::pacdot:
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...
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...
Lol ok, I meant I've never seen it anywhere else, has anyone? This could determine whether or not it's a Fusion issue..
Chris, what are your thoughts on this? http://community.clickteam.com/threads/91585-Blurry-object-when-set-too-fast?p=659237&viewfull=1#post659237
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...
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)...
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...
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...
Merci bien! :)
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...
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.
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:
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.
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...
I think an app like this would make squillions.
LUA is supported through the xLua extension and there's another extension too, but they could be out of date and are Windows only.
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...
I was under the impression that Android and iOS use HWA, so alpha blending should be ok?
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:...
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...
@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...
Thanks Simon, PM'd you.
Thanks Jeff, received.
Not fussed, I wanted a Steam key so that I could upload some examples to the workshop and help out around the Steam community.
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...
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..
Screenshots? :)
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:...
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...
As an alternative you could try my Easing Widget (free version) :)
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...
Fantastic, voted. Any plans for a mobile release?
The simplest way is to have an active with your glow image and set its shader effect to "add"
For some reason loud cursing every time this happens has not led to me posting a bug report, but I'm glad you did :)
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...
awesome! this takes me back to the good old days :)
The extension is included in the .zip file :)
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...
@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...
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...
This would be a good feature, though is there any reason you can't switch the counters to 'text'?
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...
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...
Sketchy has a very simple method here: http://www.create-games.com/download.asp?id=8855 and the example contains other useful tile stuff.
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...
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...
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:
@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...
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?
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...
I did this for a project a while back, top-down view with scrolling, could help:
Very nice! :)
Revisions done, thanks to PixelatedPict for the character sprite!
The Tower Defense link in my sig uses multi pathfinding and native 2.5 ForEach if you want to check it out.
File on hold, revisions need to take place for ClickStore but it will be here soon.
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:
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.
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...
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
-->...
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)
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...
I get the error "This application has been built with an incompatible version..." Using build 283.4. Is this developer only?
Congrats animdude, inspiring game proving that originality and good ideas are still welcome in the gaming world :)
Cool, good luck :)
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
Great workaround, thanks!
@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...
Thanks Perry and thanks Ximo for the review! More to come for sure.
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...
Voted! Game looks amazing. That voice in the trailer sounds familiar...
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. ...
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...
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...
Great update, but issues still exist:
http://bugbox.clickteam.com/issues/2361
http://bugbox.clickteam.com/issues/2322
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...
@Paobrasil - you are right :)
@DaveC - nice example but might I point out you don't need to load/save the array in the loop ;)
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
...
Use the loopindex as your Y:
Start loop 'count' [total maps] times
On loop 'count'
--> add valueatxy (0, loopindex('count')) to counter.variable
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...
Uses only the 'add' shader and physics engine.
~ = show debug
14443 14444
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...
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...
This can be done with alterable values acting as timers for each object. Small example:
No worries, I assume there's no workaround like for Flash? Thanks for the info.
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...
"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. ...
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...
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...
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.
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...
Here is a simple editor that supports unlimited tiles, sizes and resolutions with less than 10 events:
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...
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...
Use the Layer object to set the effect and parameter instead of Storyboard. Layer object -> by index -> effect ->
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...
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...
One of the versions here might work:
http://www.dynamicarcade.co.uk/downloads/extensions2/Select/
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...
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...
Very cool!
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...
If you do a search on the forums I'm sure something will come up :)
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:...