Check if you don't have any .001 files with the same name as the mfa, those are backup files, rename to .mfa or just drag and drop that to Fusion toolbar
Type: Posts; User: NaitorStudios; Keyword(s):
Check if you don't have any .001 files with the same name as the mfa, those are backup files, rename to .mfa or just drag and drop that to Fusion toolbar
Well, Developer were always about monetization (and advanced system integration)...
I know there are some ads extensions on Clickstore, but it's likely that those will also require Dev...
Possibly, but it would be far more advanced than just the basic movement, I could make a free simple version tho
Oh, well, that's a pain to make, specially the collision.
But I was considering making something like this for Clickstore...
Well, I guess it would be "Pick Objects with minimum/maximum value" or "Pick All Objects with minimum/maximum value" if it was for multiple objects, just like you can see on New Objects conditions....
@bybyblue pretty sure it's not intended to be used like that...
Reason being that when you pick the object with the minimum value, it will pick a single object, if there's more than one with the...
Well, with my tool, I just have a single shortcut on my taskbar that I click and open Fusion and load an MFW, all in one click. You don't even have to open Steam first.
You'll need to include the visible edges in the equation
Well, then you can launch Fusion through the MFW instead of its shortcut...
Pretty sure you could make a Fusion shortcut that just opens the MFW automatically
All you need to do is going to the...
I honestly have no idea what you're talking about...
Is it failing to click? Try turning off Fine Collision
That's why Projects exists in Fusion... The MFW files, it saves a file that loads all the currently opened MFAs, then you can just load that every time, should be on your recents list.
@SHINBAXTER you haven't really isolated the issue, it carries some unrelated global events, objects and even won't run here because it tries to access files that only exists on your computer...
Well, yeah, then you would have to resize the subapp, probably with Window Control or something, but I think it might be a little more manageable
CTF Loader is not what you think, it's not a process related to Clickteam at all, it's a Microsoft process lol
As soon as you resize the game it starts to screenshot it wrong again...
Perhaps you should try the other way, pause being the subapp instead (in modal mode if I remember correctly, it will...
Can you share the result to help other users?
Seems like it's a common issue
I would vote for a similar 16:9 resolution, one that it perfectly divisible in a 1080p monitor.
Underwater Effect is meant for the background and doesn't sample the object, meaning that was never meant to be ported before Fusion receives support for sampling the background in other runtimes, so...
Idk if you have 2.5 so I've made an example in MMF2.
It just randomizes an alt string containing the position (X and Y) then split it in two values to set the actual position.
You can divide the target size by the original size to get the scale for the size you want, but it's a bit of a pain having to store the original size somewhere for this
If you run this twice using...
Please remember that you can't currently apply shaders to Frame or Layers in Android/iOS (maybe Mac as well?)
Also, shaders cannot sample the background, so if these shaders are working, they will...
Seems to be centered on 294 beta...
Also, you have to reorder your events so it centers AFTER adding to the counter.
@DerPeniGot2001 the reason those can't be renamed is because those animations are special.
All movement related have code inside, so it switches to them when using built-in movements, appearing...
Are you on the ClickConverse discord server? It would be easier to help you there...
You forgot to blit... And that's not how you use apppath$
Biggest issue I can see is that by using the window handle, it will still get the parent's window handle, so it looks the same...
I think...
Memory, sure, performance, it depends on how you use it, if it's constant, if you're comparing two completely different numbers...
Leave override extension blank, put the path, file name and extension in the first parameter
Put a surface inside the subapp frame, when pressing the pause button, capture the frame inside the subapp, save that as a temp file and load it back in the main frame, then pause it.
The only way I can see this working, would be if you take the screenshot from within the subapp and pass that to the main frame
If you open the files with ResourcesExtract or Resource Hacker you might be able to extract the original images
You have to resize the subapp to the client window size since it's not a normal object like Active or Backdrop...
But then you'll have other issue, Surface will get just the corner of the resized...
@Volnaiskra pretty sure the Event Explorer issue is related to how it hides itself once you're not in event editor, which I guess should only really happen if you have it docked with along with other...
Not exactly a bug, the editor toolbar has the icons order shifted by 1 icon, I've already reported it and it will be fixed on the next beta.
Can we get a drag and drop shortcut that "Clones" an object? (Make a new object, not just an instance)
It could be holding shift or alt, it not alone, with the usual ctrl that is used to Duplicate.
You can only simulate the built-in joystick input with AndroidPlus as far as I know, which is a Dev-only extension...
You would need a custom movement (made with events) if you can't have that.
A WebM object would be awesome, I heard Alonso (the dev of Heart Forth Alicia) has commissioned a WebM extension from Looki, I've told him to release that on Clickstore but he never did...
That's just for the icons on Event Editor
The link works fine here, but be aware that this version has an issue, DX9 gets a bit slower and seems like both have massive slowdowns if you have more than one tileset loaded.
If you load a BMP, it will use a single transparent color, if it's a PNG (with proper alpha channel) it will have a alpha channel transparency.
Also, check which kind of alpha channel it's using,...
Well, yeah, I did tried the same before, no dice.
I'm not a huge fan of transitions, mostly because it pauses the entire frame when their happening, would be possible to add a "Freeze the app while happening" toggle?
Been working with this project...
Yeah, seems like an bug...
But why would you want the position of such short sample?
@waw_demmon again, you're using it wrong, this should help you visualize what you're doing:
31541
But I see what you were going for, sure it would be useful to have something like this, but for...
Right... 4x5 is a lot, it wouldn't compile on DX9
Hence why people often do the greyscale thingy, cause that wouldn't require 2 parameters for each color...
But you want sections to be...
Actually, you can import as a animation, but that would require either numbering the files or making a spritesheet
Edit: you can use the built-in export as spritesheet to make a image you can...
You actually can, you just need to use something like this:
SamplePosition("sample name without file type")
The reason it uses greyscale is because it's treating the RGB values of the sprite as a index for a color. (Probably just red tho, the others are in the same value just so it doesn't look like shades...
You're really suggesting quantum physics? lol
I mean, I don't think that's even possible in a computer that's not using a quantum CPU.
Which one do you want to try? The one from this thread? Pls say the filename
With the 294 beta, you should get some ported shaders automatically.
https://community.clickteam.com/threads/107274-Html5-Shader-Demo-Example
There is an extension that adds shaders on HTML5 tho, recently the dev managed to make it apply to objects, you should take a look.
Ah actually, I think it wouldn't be that simple, if I remember correctly UWP is based on JavaScript, so it most likely uses WebGL, so it's closer to HTML5 actually.
So if HTML5 gets shader support,...
HTML5, not at the moment.
As for UWP, I doubt it will ever be, the UWP was discontinued by both Microsoft and Clickteam a long time ago...
The only reason you can still use it is because not enough...
Sure, there are many shaders like this for Windows, these can be ported to mobile.
@StingRay I'm interested ... Where is it?
@Darkhog this is already possible for a long time...
You can either do it with atan2() or this:
https://i.imgur.com/Qdd8rcO.png
Results are the same, but atan2 has floats, so it might look a...
@Peeblo Technically there is now with help of shaders.
Oh yeah, I got Volifiers on Itch.io, but I really would like to see a feature to change the default qualifiers, since having a template mfa isn't always practical
@punchbird yes! A palette shader can work, as long it's applied to the object and not the frame/layer/background (since there are not currently implemented)
But porting will be necessary, I'll be...
Clickteam should have added these instead on 294 e.e
Woah, that's pretty awesome!
Perhaps Clickteam could implement this since they are adding shaders to Android, iOS and MacOS
Btw, glad you're alright and back!
@DaveC there is a Dark (Old) theme that is slightly less dark, check the available themes on Skin editor.
That was easier than expected :V
I actually know this, but I shut off my brain while thinking of the craziest ways of accomplishing the same thing xD
I THINK it might be possible to create a extension for this... I'll add to my list
Just be aware that Internal List object isn't compatible with other runtimes...
I mean, I think I remember you talking about porting to mobile
I think he wants to use the built-in Wrap for backdrops that can be found on layer properties...
Fortunately, I know a dirty trick that allows for changing backdrops texture in real time e_e
I'll...
Well, it's really difficult to tell...
Try Profiler, see if it tells you anything
I can be hired for optimization and mobile porting tho hehe, so let me know if you need anything
Steering Behavior would be perfect for this, but it's quite complicated to set-up on Fusion...
Btw, this might also be useful: https://impactgamers.net/rr-micro/
Here some other examples...
If you want to have a precise control of the same, you could try using the Appearing animation, since physics set the shape based on the first sprite it sees (if you...
If you're trying to make the entire collision mask with a single obstacle, that won't work.
That's not a bug, Physics don't have pixel perfect collision, it uses a polygon-based collision instead,...
That's a URL encoded format, %20 is just a space character.
Why so many subapps?
You could have the dialog in a hidden layer above the pause menu, just use Layer effect to toggle the visibility and activate/deactivate a group of events for it.
I wonder if there's a mathematical way of doing this to toggle between -1 and 1 X)
Well, it seemed pretty complete from Simon's stream, it was said that some features weren't showcased cause they weren't working at the time of stream and video preview recording (Eg. "Is Overlapping...
Well, you can bundle two or more integers with the same logic as Fusion's RGB
RED + ( GREEN * 256 ) + ( BLUE * 256 * 256 ) + ( ALPHA * 256 * 256 * 256 )
But what I'm worried about is the range...
Try Surface, use the Surface > Blit > From > Advanced > Window handle
Then specify the handle with the expression from it (Surface > Window handles > Frame window)
You won't need to copy to...
If you have any event to set animation to Stopped, it might be flipping between stopped and walking animation, making it appear to be stuck on the first frame.
Well, I heard it was in the final steps of polishing it...
There might be other stuff related to other runtimes in the works as well, so that may come either in the first beta or the following ones.
I think it might come this week, at very least a beta
(Would be safer than going directly to stable because we don't know if the changes will cause problems on people's games)
Window Life object has a couple of conditions for this, check what each one does, I'm sure one will suit your needs.
It might have way more features and fixes than originally announced, they could have only showed what was working at the time of the video making..
Yes, by using Calculate Text Rect object.
It's definitely a false positive, antiviruses have changed in the latest years and it's flagging a lot of stuff because Fusion EXEs bundles DLLs (extensions are actually DLL) inside of it and extract...
Well, from what I know, no file from current build can be decompiled and may never will, specially the ones from 2.5+.
Another thing is that the ones that can be decompiled (old builds), they have...
It's on the app properties, tab called "Events".
If you don't have it, it may be something from 2.5+ DLC...
https://i.imgur.com/4VwTHQ4.png
You have to select on your app properties the Base Frame, it will pick all variables names from there.
If you don't want to include that frame and use only for picking the data, you can check the...
Well, either that or a shader.
I think this is quite important for the future of Android exporter, since it can make all kinds of games unplayable...
I hope you can find some time and figure this out soon enough, I wish you the...
Chowdren doesn't work in Fusion 2.5 and never will tho.
And I one game that I've worked on was tested and seems to fully work on Stream Deck.
Quite disappointed in knowing this... Thought it...
Gravity isn't the problem, it's just that it won't be enough to make grip to the ground.
Basically, when it moves one pixel and it isn't touching any ground, it has to move 1px downwards, check for...
Pretty nice movement you got there!
So, for slopes you shouldn't only rely on gravity, one thing that people often do is moving the player and colliders 1 or 2 px downwards when not overlapping an...
Hi, I noticed that different from Windows, setting a Sample frequency to 0 will not default to the original sample's frequency like in Windows.
This probably happens with setting a channel frequency...
I know another dev which was porting a game to Android which also had this problem, but with multiple samples playing at the same time, in this instance it even happened on my Galaxy S21 Ultra......
Hmm perhaps I'm misremembering, cause I do remember seeing folder structure on some mfas before, seems like you can only do it on event editor then.
@ASD You can already add folders inside folders, just drag them inside.
But syncing folders could be interesting, although I would prefer it as optional.
That's just math.
You can find two examples of that here:
http://www.castles-of-britain.com/mmfexamples-0.htm
In anything other than Standard, Paste into Background just works as Add Backdrop, there's absolutely no difference.
Put your HUD in another layer, set scrolling coef to 0 so it won't move with scrolling.
Same can be done with the border that covers part of the level.
It's related to built-in movements, it interpolates between both based on the movement speed.
Have you enabled the permissions?
https://discord.gg/R3WuvF3mHr
I guess the only possible way would be loading a page containing the ads on WebView 2 object...
I don't see why it wouldn't work, but here's my method...
I've made a shader that can be used to remove antialiasing from strings, it's not perfect by any means but it does help with being unable to completely turn off antialiasing on DX11.
Tag me on...
Double-Precision Calculator can handle bigger integers in form of string, it works on most runtimes since it is a Clickteam official extension.
Edit: On extension manager it might not say that...
Replace color is slow and it does replace colors from all objects because it alters the textures of it, hence why you can't undo if you turn two colors the same color.
In modern games this has to be...
Fast loop and For Each loop are different things. Both are loops but there's no such thing as 'fastloop for each"...
The code you made will move only the objects touching the other.
But if you...
I understand that you were trying to figure out how to do it, but adding speed to make it move with a moving platform is not the way to go.
Check this video:...
I think it's only a concern for EXE and DLLs...
About the list taking the entire screen on mobile:
https://i.imgur.com/Ac4SRrZ.png
Another thing that you can see on the screenshots above, is that depending on the system it might be off centered vertically, which seems like a bug...
Since I've aligned the top of the Combo box to...
Yes, 293.10.
It does look better now, sure, but seems like it could use some margin to avoid being too close to the edges and be cropped by the curved corners of some Android versions.
Another...
Disabling it make text really small (on both emulator and device), and the list might get cropped out by the round corners.
https://www.youtube.com/watch?v=CX3YBDpMZf0
The built-in joystick is very limited in compatibility.
I recommend you using either Joystick 2 object or SDL (this is far better tho, but requires you to use Control X object for keyboard input or...
Hi, I noticed that Combo Box might look too small vertically obfuscating the text inside it on some Android versions...
I think @Fernando should take a look on this since we can't manually set a...
Event 28 and 31 is setting animation to Stopped, you forgot to add the condition "Object is standing on ground".
Nice art style btw, love it :D
Well, if this will be on Steam, you can use SteamWorks to store and load some stuff...
If you want to host your own server, you could do it with Lacewing Blue.
No, when you play a sample there's an uninterruptable checkbox.
Android object can do Toast popups, that's what's available on Android.
It will override a random channel, meaning one of the samples will be stopped.
I guess the samples played as "uninterruptable" will be avoided.
Put the hotspot of the gun on the handle, where the hand would grip on it, put the action point where the bullet would exit.
As for the character, the hotspot is not important for this particular...
Well, I did an improved version of this for another user since he was having certain issues and inconsistencies...
Here it is in case anyone need it:
The Issue on Layer's alpha buffer that I mentioned above, it seems like it doesn't happen on MMF2, seems like it has come either with F2.5 or one of its updates.
Set position X to X of Action point, Set position Y to Y of Action point
Use Unpacked EXE, it will export multiple files instead of one but it will prevent it.
Just make sure you export it to a dedicated folder and when sending it to someone or somewhere, to include all...
Just discovered a few major issues related to rendering.
When a effect is applied to a layer, RGB values will change.
On DX9, RGB values gets darker, anything right above the empty background is...
The extension is open source tho, so it would be nice if the community helped fixing and optimizing it...
Windows uses Alt by default to focus on the menu of a application
One of the keyboard extensions might be able to override this
I've noticed that default parameters of Effects aren't applied to objects/layers/frame if you apply the effect through an Event Action.
Could this be fixed on the next update, please?
Well, Kisguri showed a few screenshots of the documentation from the feature on the Discord server, and it made it seems like it does what I said.
...
Active Direct Show there's a good change that could get a fix, for now, if using these, try unchecking Premultipled on the app properties, it may work.
Check the Help button on XLua properties, it explains how to work with external libraries (C module, DLL), and you can also include .lua files as well through code.
I also recommend you to join the...
Excluding objects and checking if it has come from another frame would be cool.
Now about having duplicated objects, that won't happen, seems like if you have a single instance of this object in...
Try Linear Burn (Subtract)_as instead of the built-in Subtract and Overlay_as instead of normal Overlay.
Well, it seems like in DX11 non-premultiplied it looks wrong tho, in both the shader he is using and the ones I suggested.
This might be because the built-in Subtract shader works in a different...
BTW, I think the built-in Subtract effect is also glitching up, so I'll make a better custom one for you.
Use this version, it was improved and supports Alpha Channel, I personally did the DX11 ports:
https://clickstore.clickteam.com/photoshop_blend_modes
Yeah, I know, but this may change, Yves did an impressive amount of work in so little time.
Lets suppose you have multiple levels, each in a separated frame, you then add a pause menu, a inventory... Now you have to update all your frames that should have this.
Or you have global various...
I think this should be a toggle in Layers Toolbar, just like the lock and hide toggles.
But you don't need a for each to count instances lol
You can simply have compare two general values condition and check if the count of the object is greater than 1.
A For Each loop is only...
You can already count instances of objects.
When using D3D11, all compatible fonts are automatically embedded, no extension needed.
While with D3D9, you have to use Font Embed Object for this purpose, it's not automatic there.
Guys, you do realize that the next update will completely replace the API used for the graphical interface and be DPI aware, meaning these issues will probably not be present there, right?
Hmm, maybe the class of the Debugger window changes, it was #32770 for me (edrt.exe)...
I'm not sure how to select the Debugger window in any other way within Fusion...
Download AutoHotKey, on its...
Well, I'm not sure if this will prevent it from affecting performance, but you can toggle visibility with Kernel object.
Well, if it's multiple images, you can load one per rendered frame (as in FPS).
The only way you can do it to make things look less freezed is to split the loops into multiple, starting these with a 1 frame delay, this would make so you can render one image after each step.
Yes, basically, remember how people complained that global events couldn't create objects that aren't present on the current frame? This solves that.
Anything that exists on the included frame will...
Include frame does not only include events, but objects as well.
So for example, lets suppose you have a group of events and objects that you want on multiple frames, these objects and events might...
Awesome, glad it helped ;)
I see, I'm not entirely sure what's the issue there, seems pretty similar, but he definitely missed premultiplied alpha version.
Mine seems to be alright, but let me know if the problem persists.
The DX11 port of Heat Haze found here is inaccurate, so I've made my own port:
Just ported it and it looks fine (?)
Please link me the port you got, I want to check out what was wrong and who did it.
Here's my port BTW.
Where did you got this port? Cause I don't have it in my collection, might be a incorrect port.
It also depends on what's causing the freeze, for example, if it freezes for some seconds in a fast loop, this is not "loading" anything, some processes just take a while to be done, specially on...
Okay, so I've made this.
Flexibility, editing the alpha channel is much more time consuming and can't be done during runtime (unless you use a shader for this purpose).
Technically transparent color automatically creates a...
Pretty cool tech, but you would only be able to use these if these could be exported as a 3D model (obj or fbx) or if someone makes a extension that uses the original format...
I think I know... But would it scale from the center?
Hi, I'm trying to get the frame visible edges, just like when you're using Storyboard Controls, to then crop find the edges of a zoomed in frame by Ultimate Fullscreen object.
Since UFS works by...
There's a lot of tutorials on this, one that I truly love is from the YouTube channel ThatGuyOverThere123:
https://www.youtube.com/watch?v=H0X0SCSnTOg&list=PLC81828CBA515D4A7
From what you're describing, you need a custom movement.
You need a movement that you can control X and Y Speed independently.
So you want it to slow down only when it bouces in a wall but not the floor?
Just set the speed at the moment it collides with a obstacle.
You can store the speed before the first collision and apply that after the bounce.
Some things will only work well under a For Each loop.
I particularly don't agree because you can't use - on the names anyway...
But it doesn't look good wrapped by ()...
Alternatively, a separated column with just the index might look better.
Adding to the post above, different from how Global Values/Strings currently is, would be better if it was something like:
0 - Named variable
1 - Alterable Value B
Instead of:
0 (Named Variable)...
Every active object has a "Angle of a Vector" expression, where it will get the angle between the object and another point (X and Y), which you can feed with the position of another object.
There's an annoying issue on SteamWorks extension that I hope can get fixed on the next update...
It pairs the overlay to the EditWindow, this means extensions that manipulate the EditWindow (like...
Oh, this shouldn't be possible, I mean, you can activate a event inside a inactive group, this is wrong.
But yeah, it comments the event line, not the entire group, meaning active event lines inside...
@Volnaiskra I've seen something similar, rarely happens if you undo after disabling a group and deleting/adding some events, but in my tests, whenever I got this, trying to do something to this event...
Sure, hence why it's better to also encrypt the files
Found an old bug that went unnoticed for long...
Objects with Static 'movement' will trigger Collide conditions every time they move despite never stopping overlapping the obstacle (backdrop or...
A Lottie extension would be amazing.
It's a thing that plays vector animations.
https://github.com/airbnb/lottie-android
First, use stop, not bounce. (Bounce will keep it going forever)
Then instead of setting speed/velocity for making it bounce like a ball, just set elasticity on the physics properties of the ball,...
You can do it with Execute in Console and some CMD commands...
https://www.youtube.com/watch?v=bQDHc9GFILE
I'm not sure how protected this is, honestly I would also encrypt these files before...
Idk if this is what you're asking for, but I've made multiple examples for this...
Unfortunately no, but there's a ton of stuff that not many people know.
Makes me think that I really need to make my teaching platform soon lol
There's actually a bookmark feature, check the Edit menu on one of the event editors
If you mean on HTML5 runtime, it might be possible, but you can also create custom objects and program it yourself, these aren't too hard to do.
Looks amazing, great work :D
Check Clickteam Passport
If you never registered the Standard/Developer version that might be a problem, you'll need your key to add there and be able to download it.
If that doesn't go well,...
Right...
Well, usually you would have a separated object working as a hitbox, because using the object's shape is a often a bad idea and disabling fine collision would get a hitbox larger than...
Or you just need duplicated frames for each possibility...
Of course a lookup table would be more efficient and organized.
Windows only, Uppernate shared it on ClickConverse discord server.
Collisions between what?
This doesn't even make sense lol
"Photoshop effects" are blending shaders, meaning they have to mix two textures, the one from where it's applied and what's behind it.
Imagine is like this, each...
As far as I remember, those were really inaccurate and overly engineered...
This one simply uses PMO and is immensely better:...
The file doesn't open here, just say "Unknown format", I have all DLCs so there's nothing that could prevent a proper mfa from loading. (unless this file comes from a 'corrupted' installation of...
And about the shader, all you need is to make a copy of the shader, change the name in the XML file...
Add this line: <BackgroundTexture>1</BackgroundTexture>
And in the fx file, add replace the ;...
Hmm have you tested? Maybe you could suggest this...
Shaders can sample the texture from where it's applied, the background or a loaded texture.
The shader you're using for zooming seems like it applies to the texture where it is applied to.
So what...
I'm actually working on a tool for pasting stuff for since last year.
I know it's off, I'm asking for you to turn it on.
As far as I remember, antialiasing option in objects is inverted on Fusion, they never changed the name to "Disable antialiasing" or anything, so...
I remember I once did this strange test where it could tell which instance was moving and because of that collided first... Unfortunately it won't differentiate if both are moving, but it's a cool...
Why not just:
On collide, pick one of qualifier, destroy?
Your mfa seems corrupted, couldn't open it here.
If you want to move the mouse to a position inside the frame, you need to get the client window position in the equation.
Check antialiasing on the string object to see if it changes anything
Well, that's the way I know.
The max you can do is this: