Good read... thanks
Type: Posts; User: pixelink; Keyword(s):
Good read... thanks
Great info to know.
So, can an INI be saved/loaded using a loop or For Each Loop through objects (with qualifier)??
And is it fast enough to do 100 levels or so?
Thanks BartekB for the info...
Anyone else want to chime in?
As a newbie to Fusion, I have seen a lot of threads about Array's and INI files.
However, it is scattered with various information - and some not very clear.
I personally understand in the...
I was just going to say.... that I figured it out with the same solutions.
I have finally worked out the bugs on my game engine as far as player movement and getting the undo to work.
I have a sample Level Editor (Array Level Builder 2.5b) that I found. Seems to...
The first is kind of old and generates INI++ extension errors when trying to open it... So, I can't open it.
The 2nd one is a good example.
Okay... I will give that a try.
Yeah because the "repeat press key" overrides the regular key press
In VB & C#, we woulds specify key-down & key-up
So, even though I know where I want to be,...
Actually that is quite interesting... Thanks
Boy you guys on this forum are really helpful.
A lot better than some forums I have been on.
I redesigned the way my player moves to accommodate just 1 undo (thanks Sumo)
Everything is working fine, but what I want to do now is to be able to move slowly with single presses on the...
Yeah... I already scapped that idea.
I was thinking of putting the sokoban type game on one frame. But, if the user wanted to "restart" the "level" (fake area on frame)... I would have to code all...
Thanks for the info
What is the maximum size a frame can be?
And What is the maximum number of objects that can go all on one frame.
I have a working prototype of a zelda type interface so I...
I thought of that, but couldn't quite figure it out yet.
I am getting closer to getting the engine built before creating levels.
However... on this thread....
Can anyone shed light on why the undo function of these events is not setting the direction of the player?
Check this out...
It doesn't work though.
Should I be specifiying whether it's Stopping Dir or Walking Dir.
I have my bulldozer face the direction on both Stopping and walking
Okay... I am almost there.
However, I can't seem to get the RecoverObj even entered.
I don't seem to have the option to get the value from the array.
When I select the Direction on the...
This is my attempt
If UndoLimit <=1 then stop the loop.... doesn't work
1) Since the array is numerical... what value do I use for direction?
2) I would like to limit the undo's to just 1 but keep the code in tack.
I am thinking of using a global...
Got it fixed.
I set up a global var and handled the next frame differently
Nope... putting the click events on the frame events doesn't help.
So, what is stopping the click event working on my image.
And it is already on another layer.
I do, but after all the blocks are home....
I display the image, play a sound
But, I can't click it.
It used to work when I had a different "Are Blocks Home" setup.
But, with the code you...
Can I make a frame transparent?
I got a prototype of a popup window using the Sub-Frame object... but the background is white.
Okay on the No of Boxes....
I think I like the Sub-Frame approach because the "Level Complete" screen will always be the same.
Yep... I will have to setup a variable (value) to do that... should be easy.
Now.... What is the best practice for displaying a graphic or overlaid screen over the current level
Then when a user clicks it it will go to next level.
I had one working, but it doesn't work...
LOL.... we crossed posts
Removed the line.... "Only one action when event loops"
Thanks for your Help Sumo.... I greatly appreciate it!!!
Well... Thanks... we are getting closer.
It seems it only loops one time through because no matter how many blocks are over the X's it only shows 1 when I run the game.
If I manually move the...
Okay... You said to use Start Loop
So, I am doing the run once and at least I am now getting a number, but it is only "1"... should be "6"
And yes, ultimately I will be testing for...
Update to start loop.
I am just testing to see if I can get the number of objects in loop
I am missing something
Makes total sense.
I have decided to deal with crates when they are "Home" differently
What I know I want to do is simply loop through all "X's" (w circle) and check and see if there is a crate overlapping each "X"...
I tried the Global Objects check box.
But, it doesn't show up on a 2nd frame.
So, what does Global Object actually do and what's it good for if I still have to copy objects from 1 frame to...
Yeah... I would to understand this too.
Who wants to manage all kinds of code on every frame of a 100 level game.
Okay... I will give it a shot
I am making a game for my disabled wide called Sokoban... ever heard of it? ;)
See it here:
So, I got a hold of the...
Oops... spoke to soon.
It's still a little buggy but better.
I did try the play sounds over frames and that doesn't help.
It seems the slower I did the frame rate the better it gets.
Thanks... that could work.
But, I already found a work around.
I'm not play music but just a sample click.
So, what I did...
- set a global value to flag the restart trigger.
- When I click...
Well... I at least figured out that it is the "restart current frame" event that is cancelling out the click (wav)
Now, I will try to get around that.
Now... I have another small issue.
I assigned an event(s) to an active object that is a "RESTART LEVEL" button
When I click it, it doesn't make a sound.
So, what I am trying is...
- Play a...
Getting used to the menus. (even though you can't move items up/down.)
Anyways... I was wondering....
I will not be providing a help file (hlp (outdated by the way), txt, doc, wri)
Okay... this may sound dumb.
But, I see I can move an App menu left or right (indent)
Where is moving menu items up or down in menu list??
Thanks for that info!!!
Alright... after pounding on this most of the day Friday... I found these awesome examples by 3 various people put together.......
Well, I have finally run into an issue.
@BartekB provided a static movement example that works.
But, it is only "single key" movement.
I am trying to also implement when a user presses down on...
Yeah... I noticed that too... actually I am trying to fix it now.
Awesome... I figured out the fast repeating keys..
1) Turn framerate down to 10
2) Add the ClickTeam Movement" control
3) Use "or" then the "Repeat Press key..."
So far everything is working great...
I only have two things to complete...
1) How to make the player mover faster when I press and hold down on arrow keys.
I am playing with the "Repeat when...
Hmmm... that seems much easier.
Okay.... I did change my mind.
I am using a counter.
Each time a "pixel cube" goes over an "X" it destroys the cube and "x"
Then I deduct from counter
I then evaluate the counter is "0" then...
Okay... I am using the counter to count each "pixel cube" that gets destroyed.
What events do I use to display a "Level Complete" image after I have determined that the counter is '0'??
Okay... I got that working on my game.
1) I would like the player to move continuously when I hold down an arrow key.
Right now, it stops until I lift finger of key and re-press
Oh my... that is perfect!!!
Okay... now that I bought the standard edition.
My wife LOVES Sokoban type games. She is disabled and so for my first Game, I want to do something simple for her.... because she likes simple....
Okay... I have decided to get the Standard.
Thanks to everyone for helping me out.
And so, does the transparency in the events work as the object moves?
Another important question...
In most keyframe (timeline) applications you can have an object start with alpha transparency set to '0' and as the object moves it's alpha goes to 100%.
So, it does...
Thanks for your input!
Yeah... I have the Blend4Web exporter and I am playing with it.
And I am aware that Blender makes games and has a visual editor.
I have gone through a couple tutorials. If I want a true 3D game,...
I have it... but because it is so limited, I really don't get a full spectrum of what it has to offer.
I used to be a heavy flash user. Made php apps with it and all.
When Flash became a no no, Adobe tried Edge Animate... which was basic. Then they converted Flash to Animate.... it does do Html5...
I just checked out your Spryke trailer.
Wow... your site and game looks amazing....
Did you do that in Fusion 2.5??
That's what I thought. I guess I could always record the screen. I have a good screen recorder that can do a high frame rate.
Like I said.... I have....
Animate CC (which is basic)
Yeah... the code doesn't scare me, I just don't want to do a lot of it for multimedia and games.
I hear ya about the keyframes. Which is fine for some stuff... but try to create an interactive...
I think this may be impossible because a game is usually interactive, but I will ask anyways.
If I were to just create an animation with no interaction...
Can I export it as an AVI movie??
Okay... I found the answer to the RWD question.
I guess there is a setting on the optional Html Exporter where you can make it fit the browser and keep aspect ratio....
I found it here.......
BIG - BIG QUESTION!!!
Does the html5 exported (including the additional exporter) allow me to make the output responsive...
as in ... as a fluid responsive website is??
ahh.... good to know.
Guess I will need the additional exporter too.... cha-ching! $$$
Also.... my plans are to mainly to use it for interactive Multimedia presentations and even website animations along with making games too.
Are there any good examples of non-game creations around...
LOL.... good question.
Can't answer it yet. :)
Does the saving of INI files etc work with the HTML5 export?
Can tell me about the Particle system.
I know how it works... but what about performance and are there any limitations?
So, are you saying that if I want unlimited html5 capabilities, I need to also purchase the Html5 exporter?
Do most html5 games need more than those limitations?
I see that the 2.5 standard version comes with a limited Html5 exporter.
What does the Html5 Exporter that is for sale give me more than the "Limited" version included in...
Thanks for your input.
One thing I also notice...
Is that in GM it seems you are regulated to squares (tiles) when you design the game.
Does GM run into freedom limitations when moving an object.
It seems in...
Thanks for your input...
Okay... so you are saying that if I want a MAC version I have to export for xCode and export from an actual MAC machine.
So what about the other exporters... what limitations are there for me...
Thanks for your input...
Why would I want to export to C++ ??
Thanks for your input...
Godot... is a FREE (open source) game engine that looks pretty good. It does 2D and 3D.... but, their html5 output (export) is pretty sloppy. And you do have to do mostly...
Thanks for your input...
Running on Windows, When you export to iOS.... Will it run right on a MAC or do I have to compile it directly on a MAC. Meaning, do I need to run Fus2.5 on a MAC, then...
Thanks for your input....
I did notice that about GM2's DnD... It took me about 1 hour to figure out how to move a sprite to a certain point and just stop it in it's track without 'destroying'...
I am deciding on a Game Engine/Html Animator
I want something that can do games as well as be a good multimedia program for Html & Exe's.
I have 3 that I am looking at (I already...