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    zip2kx could you try sending an .MFA of the issue...

    zip2kx could you try sending an .MFA of the issue you're having? The player seems to be able to dash in all 8 directions on my end. Granted by default RPM uses X for Dash/Fire 2 but changing to Shift...
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    Not entirely sure what's going on with Clickstore...

    Not entirely sure what's going on with Clickstore at the moment. I sent off the update for the initial release of Plus a week ago but never received an update on it's status. I'll PM you so we can...
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    Got a new update for RPM Plus for ya! (v2.0.01) ...

    Got a new update for RPM Plus for ya! (v2.0.01)

    https://ragem.itch.io/rpm-rages-platform-movement-for-clickteam-fusion

    -Changed "Auto Side Detect" to "Automatic Detection" in the Engine Widget....
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    While converting the events over to being Nested...

    While converting the events over to being Nested I did do a little tinkering with how the detectors function to see if they could be less resource intensive. I haven't tried replicating to see if it...
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    Here we go y'all, time for a special little...

    Here we go y'all, time for a special little update:

    https://i.ibb.co/vv4hvjz/rpmpluslogosmall.png
    pic uploader

    https://ragem.itch.io/rpm-rages-platform-movement-for-clickteam-fusion
    ...
  6. Just got my hands on on 2.5+! :cf25+: Looking...

    Just got my hands on on 2.5+! :cf25+: Looking forward to messing around with this in a bit, thanks Clickteam! :D
  7. So is it safe to assume that the Steam version is...

    So is it safe to assume that the Steam version is gonna be slightly delayed? Was kinda hoping to mess around with it when I got back from work. :(
  8. They announced it on their Twitter: ...

    They announced it on their Twitter:

    https://twitter.com/Clickteam/status/1112080664868773888

    $59.99, but will be priced at $49.99 for the first couple of weeks. Think I know what I'm getting on...
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    No prob zip2kx, glad you enjoy it and I...

    No prob zip2kx, glad you enjoy it and I appreciate the support. :D

    Also I have caught wind of the impending release of Clickteam Fusion 2.5+ in the next week or so. Depending on how much it costs...
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    Hey CapitaineCaverne, I'll get it up-to-date as...

    Hey CapitaineCaverne, I'll get it up-to-date as soon as I can. I don't have full control on how the listing is updated on Clickstore, so I usually start updates on itch.io first. If you PM me your...
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    Right so I've updated RPM yet again (v1.8.02) to...

    Right so I've updated RPM yet again (v1.8.02) to include better jump-thru slopes and support for Volnaiskra volCAMERA system!

    https://ragem.itch.io/rpm-rages-platform-movement-for-clickteam-fusion...
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    Right, so I'm about a year late but RPM has now...

    Right, so I'm about a year late but RPM has now been officially updated to v1.8! This is more of a QoL update, but I did sneak in a few more features. Also, RPM Lite was updated to remove the padlock...
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    Apologizes for the lack of updates as of late....

    Apologizes for the lack of updates as of late. Been going through some personal things over the past several months that kinda kept my attention away from RPM for a quite a while now.

    While I...
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    Haven't touched either of those yet, but I can...

    Haven't touched either of those yet, but I can say at the very least you can completely remove the built-in camera of RPM and put in a separate system if needed (Can be disabled by stopping groups...
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    I'm not at home ATM so i can't get you a fancy...

    I'm not at home ATM so i can't get you a fancy image, but basically when you select an object you should be able to see the objects properties on the bottom left section (assuming the default...
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    The most recent version of RPM should be labeled...

    The most recent version of RPM should be labeled "RPMReleasev171a.zip" (v1.7.01a). I'm not sure how the order page is listed in Clickstore (unless I overlooked something). Perhaps I should include...
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    Should clarify that RPM doesn't really make...

    Should clarify that RPM doesn't really make animations, rather it plays the essential ones for you automatically when you add the character (which you would do manually with a custom engine or PMO)....
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    RPM's documentation is primarily based around...

    RPM's documentation is primarily based around commented events (both in the main Event Editor and various Character samples) and a Quick Start guide that goes over some basic features you'll likely...
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    Funny enough I just took note of that a while...

    Funny enough I just took note of that a while ago. The issue is that I forgot to modify the water when changing everything over to flags. :P

    Go to the water's behavior and change any instance...
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    No prob Aenever, hope ya don't mind if I throw...

    No prob Aenever, hope ya don't mind if I throw yet another update at ya!:D

    There were a few notable issues that I overlooked in the last release, so I fixed those while also integrating some...
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    Right then, now that the holiday shenanigans are...

    Right then, now that the holiday shenanigans are finally over at work, I can start spending some more time working on things again.:D

    This version of RPM (v1.7) doesn't quite add new features just...
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    You do, though if you buy from Clickstore you...

    You do, though if you buy from Clickstore you should send me a PM with your order number and name so I can generate an itch.io key, since I have direct control over that listing.
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    Admittedly I haven't tested RPM on mobile...

    Admittedly I haven't tested RPM on mobile recently (not since I sapped my Nexus for a Note5), but there were some slowdown issues on Android. RPM was in development before I was able to get...
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    Guessing either I screwed up somewhere or its...

    Guessing either I screwed up somewhere or its another one of Fusion's quirks, but the issue resolves itself if you check for a collision using Overlap instead of the default Collision between...
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    Right so as it turns out, the issue WAS my...

    Right so as it turns out, the issue WAS my ham-fisted "fix" for camera jitter. The camera objects were still being manipulated by the moving platforms while out-of-bounds for scrolling, so I placed...
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    Send over the source if ya don't mind. Chances...

    Send over the source if ya don't mind. Chances are it might be related to one of my ham-fisted "fixes" trying to eliminate jitter. :P Just to be safe, did you remember to change the global values X/Y...
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    The latest version of RPM is v1.6.02, which...

    The latest version of RPM is v1.6.02, which includes the movements fix I mentioned earlier. Clickteam hasn't updated the CS yet, so I'll PM you a key for access to the Itch version.

    RPM Lite uses...
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    I can PM you the source of the demo whenever I...

    I can PM you the source of the demo whenever I get home, though keep in mind the code in it was never updated beyond the original version. :pacman:

    What you can do until then is head over to the...
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    Thanks for the kind words faber (and sorry for...

    Thanks for the kind words faber (and sorry for the extra late reply lol)! :D

    Anyways, I got a new update for you today! While I don't have any new features to show, I do have a rather serious...
  30. Try setting the xpos value to the object's...

    Try setting the xpos value to the object's current position at the start of the frame. What's probably happening is that the initial xpos value is 0, which forces it to that position.
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    Nother update coming through (v1.6.01)! Added a...

    Nother update coming through (v1.6.01)! Added a few tweaks to the Mask Instance/NPC system. There's still a few overlap errors here and there, but I'm trying to figure out a solution that doesn't...
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    Had a bit of free time today, and managed to...

    Had a bit of free time today, and managed to squeeze in a new feature for RPM (now v1.6). It's a bit rough around the edges right now but it should hopefully serve as a good foundation. :) Currently...
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    RPM wasn't fully optimized for any exporter when...

    RPM wasn't fully optimized for any exporter when it was developed (since I didn't have them at the time). You CAN export it to Android with a few sacrifices, but your mileage may vary on performance....
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    Apologizes for the lack of updates as of late....

    Apologizes for the lack of updates as of late. I've been made full-time at one of my jobs recently, so I haven't really been able to focus as much on my projects. :(

    I took notice on the amount of...
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    The most recent RPM should be labeled as "v1501"....

    The most recent RPM should be labeled as "v1501". If for some reason you don't have that, send me a PM with your order number and I can sort it out. Still not sure why you have 10 files though, I...
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    No content update just yet, but I figured I'd...

    No content update just yet, but I figured I'd introduce another option of trying out RPM, Patreon! I figured the LITE version might be a bit too...barren compared to what the full version has, so...
  37. Actually, "Follow the Frame" should be...

    Actually, "Follow the Frame" should be un-checked, that way it always stays in the same position no matter how the screen scrolls. Also make sure the pause screen elements are in the top-left corner...
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    There is an option in the Event Editor to...

    There is an option in the Event Editor to manually adjust the transparency of an object.

    The built-in fade in/out only applies to when an object is just being created or destroyed, so it won't do...
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    I haven't been able to work on RPM as much due to...

    I haven't been able to work on RPM as much due to family issues, but I figured I could squeeze in a small update somewhere. Specifically, it address a collision bug that's been persisting for a while...
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    As far as I'm aware of I don't think there's any...

    As far as I'm aware of I don't think there's any way around it aside from programming it yourself. I've had this same issue since at least the TGF1 days and could never find a fix for it. There's an...
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    Thanks for the comments. :D I actually developed...

    Thanks for the comments. :D I actually developed RPM initially for a project I wanted to do, but I have a long way to go before I'll likely be able to develop it (lack of funds and free time mainly)....
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    It's been a minute, but I decided to stop...

    It's been a minute, but I decided to stop procrastinating and updated RPM to v1.5! It's live on itch.io and will be Clickstore within the next few days per usual.
    ...
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    I personally use Darkfunction Editor...

    I personally use Darkfunction Editor to import sprites. The main advantage is being able to double click a sprite to automatically create a bounding box, and being able to sort the selections into...
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    I have a WIP character example that does the...

    I have a WIP character example that does the "Turn Around" animation at the moment. Not 100% sure if this is the kind you're looking for though. It's a bit rough around the edges but it should give...
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    Here's a very basic example based on what I used...

    Here's a very basic example based on what I used in RPM, condensed to about 3 events. You can probably work out something from there. :)
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    It's located at the bottom here:...

    It's located at the bottom here: https://ragem.itch.io/rpm-rages-platform-movement-for-clickteam-fusion

    Note that the MFA assumes you have RPM with the metronome widget already, but I included an...
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    RPM does indeed have a metronome built in. It's...

    RPM does indeed have a metronome built in. It's not a major feature but it's a little something I wanted to do anyway. :)

    Instead of thinking in terms of whole seconds, use milliseconds instead....
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    Just thought I'd give a heads up, RPM is on sale...

    Just thought I'd give a heads up, RPM is on sale for $2.99 for the next couple of weeks! It's currently active on itch.io but I'm waiting for the Clickstore to update to reflect the new price.
  49. Rather than have the camera try to follow the...

    Rather than have the camera try to follow the player, why not make the camera follow a "destination" object? The way RPM works is that an object follows the player mask's X/Y Position, and then goes...
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    If for some reason you don't have a file called...

    If for some reason you don't have a file called "RPMv1401" please let me know. Not sure why you have 7 files though, as it should only have 1 main file. Gonna have to look into that.

    For updating...
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    In that case you'd probably need to lose the...

    In that case you'd probably need to lose the fastloop to have them work independently (they'll all stop at once when the loop is cancelled). I made a modification to it where the blocks can fall on...
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    Here's a quick and dirty example i whipped up,...

    Here's a quick and dirty example i whipped up, factoring in collisions with Groups and gravity. This push block doesn't use behaviors as a result, so its in the main event editor. You'll need to...
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    You can either make it a physics object (which...

    You can either make it a physics object (which may or may not work like how you want), or you'll have to create a custom gravity value . Set it's Y Position to always be it's current Y plus gravity....
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    Is this with a custom character or with the...

    Is this with a custom character or with the default character (Angela)? If it's a custom character you can upload the character itself, provided they were built with behaviors (or PM me the whole...
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    Enemy design is independent from the main engine...

    Enemy design is independent from the main engine itself, so you'll have to code in your own systems. The spikes just give you a basic idea on how getting hurt works. I've attached an example I...
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    By default, RPM requires you to hold "Up" to grab...

    By default, RPM requires you to hold "Up" to grab on to a ladder. This is why the character keeps jumping past it.:) If you want it to work like the Physics Platform movement, use this code. I...
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    Yeah, the main thing with the LITE version is...

    Yeah, the main thing with the LITE version is that while I wanted to give folks more of a hands-on with RPM, I didn't want to leave in enough features were you'd pretty much wouldn't need to buy the...
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    It supports 360/Xbone controllers by default....

    It supports 360/Xbone controllers by default. (both sticks, 2 face buttons and L/R Triggers. Can be expanded) Other controllers have to be done manually, as long as you use the Player Input Object...
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    That was a mistake on my part there. While...

    That was a mistake on my part there. While testing the other characters I forgot to re-enable "Create at Start" for Angela. Just go to her object properties under the Runtime options. I'll fix the...
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    While I'm thinking of it, I've decided to make a...

    While I'm thinking of it, I've decided to make a slight adjustment to the LITE version. I added part of the Quick Reference tips and re-enabled some mask attributes to make the example characters...
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    RPM assumes you at least have a passing...

    RPM assumes you at least have a passing familiarity on getting around Fusion's interface, like adding behaviors, putting objects in groups (both done in object properties), understanding fastloops,...
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    Heads up, I've included a LITE version of RPM on...

    Heads up, I've included a LITE version of RPM on itch.io!

    This version of RPM only includes backdrop collisions, the animation widget, keyboard controls, and some essential mask functions. The...
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    Alrighty, this time I have a real update! I went...

    Alrighty, this time I have a real update! I went ahead and began work on a new feature some of you might be interested in. :D RPM is now at v1.4 and you can download this on itch.io, while the...
  64. Here's a quick example i did. not the most...

    Here's a quick example i did. not the most accurate thing ever but it should give you a basic idea on how it works. :) shows you how to do it with float movement and direct movement
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    Sorry for the lack of activity here. I kinda took...

    Sorry for the lack of activity here. I kinda took a break from RPM to focus on work and some other projects. >:)

    I realized there was a certain feature in RPM I more or less completely failed to...
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    In the 4th event, instead of doing "Y( "Puck" ) +...

    In the 4th event, instead of doing "Y( "Puck" ) + Puck Speed( "Puck" )", you should do "Y( "Puck" ) + 1"

    This is because the fastloop is going to run however many times you set it to (5 in this...
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    It's located under the Moving Objects group, with...

    It's located under the Moving Objects group, with two different methods. The first one simply adds the moving platform's movement speed (Alt. Value E) to the player mask's Y Position whenever the...
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    Sorry about that, that was me being a lazy butt....

    Sorry about that, that was me being a lazy butt. :P It was specifically designed for the Shantae example, but I can work it in to the main camera widget as an option. Having a key system shouldn't be...
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    It's not built-in, but it shouldn't be hard to...

    It's not built-in, but it shouldn't be hard to implement! Basically what you would do is when the mask is in a "Dashing" state, increase the Jump Height value to whatever you want. Revert it back...
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    No problem! I'm always trying to figure out...

    No problem! I'm always trying to figure out little things I can add to this engine to make things more convenient. :) I saw that example you sent me earlier and it seems like a good starting point to...
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    Speaking of said widget, I've now incorporated it...

    Speaking of said widget, I've now incorporated it into the latest version of RPM (now v1.3). As usual the ClickStore version will be updated at a later date. Here's the change log:

    -Added "Room...
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    The idea of an 8-direction movement add-on has...

    The idea of an 8-direction movement add-on has been floating in my head for a good while now. Actually there's kind of an 8-direction movement already built in, with the 3rd climbing typing allowing...
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    I know it's been a while since I last updated,...

    I know it's been a while since I last updated, but I figured I'd squeeze in one final sale just for Christmas, You can get RPM for $3.49 ONLY on itch.io for the Christmas weekend. After that, RPM...
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    Yeah, I knew I had to get in 2-Player at some...

    Yeah, I knew I had to get in 2-Player at some point in time. :P I was looking to get a decent amount of features applied to the base engine before I worked on multiplayer, so it'd be less of a...
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    Not a problem. Glad you could find a use for my...

    Not a problem. Glad you could find a use for my engine. Can't wait to see what you can come up with! For the rolling, off the top of my head you could probably use a timer and a flag that makes it so...
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    Wow, the mobile version is really bad at editing...

    Wow, the mobile version is really bad at editing posts. It prefers to delete posts instead...

    Anyways, glad you like it! Admittedly pushing a block is something I should've added at the start, but...
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    Where is the lives counter placed in the frame...

    Where is the lives counter placed in the frame itself?

    There should be a dotted box in the Frame Window which represents the game window itself. Place the HUD elements within that box.

    EDIT:...
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    In the object properties, go to the Runtime tab...

    In the object properties, go to the Runtime tab and un-check "Follow the Frame". That makes it so the object will remain in the same position regardless on how the camera moves.
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    Got a new update (v1.1.03) available on itch....

    Got a new update (v1.1.03) available on itch. Also submitted it to Clickstore which should be up there soon-ish (which missed a few updates):

    -Added "Enable Wall Push" to the Player Attributes...
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    For hotspots, the Group.Player option assumes the...

    For hotspots, the Group.Player option assumes the hotspot of your character sprite is located at the bottom-center (i.e. the Feet) to place the sprite on the Mask. However, you can modify the default...
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    Just thought I'd give you all a heads up. I got a...

    Just thought I'd give you all a heads up. I got a contest going on my Twitter account were you can potentially win RPM along with a copy of Clickteam Fusion 2.5 Std if you somehow never got it. :V If...
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    Currently no. Someone did get multiple players...

    Currently no. Someone did get multiple players working though through rigorous copy & pasting of the player mask & input object however. Multiplayer wasn't going to be added until I could find a less...
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    You can place an active object in Group.0 to make...

    You can place an active object in Group.0 to make it work as a solid platform. Similarly, you can place an active in Group.1 to make it work as a jump-thru platform. Note that the default "Platform"...
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    Thanks for pointing that out. I seemed to have...

    Thanks for pointing that out. I seemed to have completely forgotten about the behavior events in that object after focusing on everything else. :P I updated the file on itch with that and a few other...
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    Just an FYI, don't post the engine source...

    Just an FYI, don't post the engine source publicly! I'm a poor guy and I need whatever small change I can get my grubby hands on. >:) The itch links were provided as a special promotion just for a...
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    Interesting, I tried making a few different...

    Interesting, I tried making a few different layers of varied speeds but didn't notice any thing out of the ordinary. By chance, is the layer the player mask on still set to 1 on the X/Y Coefficient?...
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    In my experience it seems Angle Detection leads...

    In my experience it seems Angle Detection leads to a lot of slowdown on Android. Best option is to reduce the Detect Down value in the left angle detector (lower than 10), or completely disable it if...
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    Download the character examples from the first...

    Download the character examples from the first post/itch and check under the behaviors of Greninja, under the group "Wall Cling". In fact you should be able to just copy and paste the code onto...
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    I can't check iOS compatability (no...

    I can't check iOS compatability (no iPhone/iPad), but it seems to work fine on Android if you turn down a few settings (though my device is kind of not great).

    By default RPM doesn't have...
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    Heads up, RPM is now on sale for $4.99 as part of...

    Heads up, RPM is now on sale for $4.99 as part of my "Black November Cyber Thanksgiving Holiday Spook tacular" deal!

    Act fast, as it's only good for...an entire month!
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    As long as you aren't using 8x8 grids for quick...

    As long as you aren't using 8x8 grids for quick backdrops and keep the angle detect low/off, sure! I'm still a bit weary of something else that may pop up, so I'm not sure I want to call for full...
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    Actually, I think I just figured out the source...

    Actually, I think I just figured out the source of the slowdown for those exporters.

    For some reason the pattern I used for the quick backdrop (a simple 8x8 square) caused everything to chug. I...
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    Hey SevenSails, thanks for the support! I guess...

    Hey SevenSails, thanks for the support! I guess all of that fooling around with TGF all those years back is starting to get me somewhere. :P Now if I can get off my butt actually make a game...
    ...
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    Whoops, I knew I forgot to change else something...

    Whoops, I knew I forgot to change else something over! When ahead and defaulted back to .EXE.
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    Uploaded a few quick fixes to RPM solving the...

    Uploaded a few quick fixes to RPM solving the flickering animation issue and changed around some values with Angle Detection. Also made sure some events in Collision/Angle Detection are deactivated...
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    I tried UWP earlier, and I seem to get similar...

    I tried UWP earlier, and I seem to get similar results to Android where some run great, and others kind of bad.

    I did take note that the examples I made using more quick backdrops ran much...
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    Not sure if it's a problem with HTML5 or how I...

    Not sure if it's a problem with HTML5 or how I coded it, but it seems forcing an animation frame makes the sprite turn invisible if floats are used. It works fine on Android/Windows EXE exporters...
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    Yeah, I can't say it was really optimized to run...

    Yeah, I can't say it was really optimized to run on mobile devices. I lacked any of the exporters until near the end of primary development (when Humble Bundle came out), and my current phone isn't...
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    Man, looking at your guy's examples made me...

    Man, looking at your guy's examples made me realize how convoluted my method actually is. XD When I get back to working on RPM (taking a small break cause I'm tired of looking at it all day lol) I'll...
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    I did take notice on how wonky it looks on a...

    I did take notice on how wonky it looks on a physics object. Those may require it's own type of deadzone it looks like. I'm still not sure if its because how the pixels turn out as it rotates...
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    Yeah, I'm still not entirely sure why this thread...

    Yeah, I'm still not entirely sure why this thread was locked before? Regardless it's back open. :D

    Funny you mention that, while flustering about trying to fix the angles I think I actually had...
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    Right, so I think I managed to make a compromise...

    Right, so I think I managed to make a compromise on that Distance thing. I restructured how the Angle Detection works and it seems to work better now. I re-introduced it as a new option in the Engine...
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    Yeah I just realized the sprite jumps around a...

    Yeah I just realized the sprite jumps around a bit when it reaches a ledge. That kinda ties in with another problem I had, where the angle would reset if you were on a angled slope (I'd prefer if it...
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    Actually I'm glad you brought up that "Range"...

    Actually I'm glad you brought up that "Range" function, I completely forgot it existed! >:)

    With that I managed to create a "deadzone" of about 5 degrees when checking for Jump-Thru (which was...
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    I think I may have pinpointed the issue with the...

    I think I may have pinpointed the issue with the climbing animation, as I noticed it was skipping a frame whenever it looped back. Hopefully that should take care of that issue.

    On that same...
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    Hm, if you don't mind are you able to PM me the...

    Hm, if you don't mind are you able to PM me the character/source file? I'm curious as to what's causing that issue. Maybe I can finally get it right for once. :P

    I remember seeing some use a...
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    Out of curiosity, when you set the Climbing...

    Out of curiosity, when you set the Climbing Frames in the Player Attributes Object (...which in hindsight, should be with the Animation Control object :P I'll have to change that.), are you starting...
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    I've updated the files on itch.io with some...

    I've updated the files on itch.io with some changes, will try to get them on Clickstore soon-ish.

    Also if you bought the ClickStore version, you can PM me with your first and/or last name and...
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    My own PC is nothing mind-blowing (FX-8350, GTX...

    My own PC is nothing mind-blowing (FX-8350, GTX 650Ti Boost, 8GB RAM), so now I'm really curious on how the slowdown is happening. I remember Fuuriokun having slowdown issues as well, but it was...
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    Thankfully I made it through Matthew, aside from...

    Thankfully I made it through Matthew, aside from swimming home of course (my area floods very easily). I finally got my power back so I can get back to working on stuff.:D

    -That direction issue...
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    Try something like this: -[Mask]On Ground =...

    Try something like this:

    -[Mask]On Ground = "Y"
    *[Mask]XSpeed ≥ 0.0
    *[Player Input] Left = "Y"

    ~Set [Character] internal flag 0 on.

    ------------------
  112. Replies
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    I realized that I screwed up the link for the...

    I realized that I screwed up the link for the character examples, but I can't seem to alter the authors notes. Here's the proper link

    http://www.mediafire.com/?42lw0te4ieh3wla
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    Yeah, the camera system in place was there to...

    Yeah, the camera system in place was there to give you something basic to start off with. Nothing stopping you from making a far superior one. ;) Glad you enjoy it so far!
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    Heads up, RPM is now listed on the ClickStore! ...

    Heads up, RPM is now listed on the ClickStore!

    http://clickstore.clickteam.com/rpm_platform_movement

    Only thing is that I'm not sure of they got the version I updated since I originally...
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    Just wanted to let you know that the itch.io ...

    Just wanted to let you know that the itch.io
    version does have a few bug fixes that I overlooked (stick angles not working, the ledge warp, animations not pausing). I'm not sure how itch.io...
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    Will have to keep that one in mind, thanks! My...

    Will have to keep that one in mind, thanks! My engine doesn't really require a detector to use slopes, but it relies a bit on how the Left/Right detect loops move. When checking Left/Right the mask...
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    When you walk off the edge and the value is set...

    When you walk off the edge and the value is set high, the character does warp a bit for about a frame.

    But after some experimentation, I found that using the floor detector as a check in the...
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    You can increase the value to check steeper...

    You can increase the value to check steeper slopes. Probably should've clarified that. :P

    Do keep in mind it has a side effect of making the character "warp" when they walk off the ledge, at...
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    There's an option in the Engine Control object to...

    There's an option in the Engine Control object to increase how steep a slope the character can walk down on, called "Stick to Ground". Glad you like it, thanks for the feedback! My seller account on...
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    It's out:...

    It's out: https://ragem.itch.io/rpm-rages-platform-movement-for-clickteam-fusion

    Now you too can experience my sloppy but seemingly functional fusion code! Feel free to use some or all of it, just...
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    Just wanted to update to say that the movement is...

    Just wanted to update to say that the movement is nearly done. :D I managed to figure out what I was doing wrong with delta time, and included the option to toggle frame skipping/game speed. It seems...
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    On Steam, go to Games > Activate a product on...

    On Steam, go to Games > Activate a product on Steam. Follow the prompts and enter your code from Humble Bundle. The UWP should download automatically from there.
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    Good point. I did try leaving it running for like...

    Good point. I did try leaving it running for like an hour or so and didn't experience any slowdown, but I haven't been able to test it on an older system so I should see how I could clear it out....
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    Oops, looks like I didn't do a good job blocking...

    Oops, looks like I didn't do a good job blocking that off. >:)

    At any rate, here's the egg follower example. The entire thing works with just one event.
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    It works by determining the difference in the...

    It works by determining the difference in the platform's position each frame, then applying it to the character.

    I'll post the egg follower source when I get the chance. That works by using two...
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    I nearly forgot about that anniversary update...

    I nearly forgot about that anniversary update debacle. I remember firing up Forza one time and the game running like complete molasses, despite running fine before. There's another topic here...
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    I haven't implemented a delta timer yet, mostly...

    I haven't implemented a delta timer yet, mostly because I haven't quite figured out how to get it working. :X Perhaps there's some magical click wizard that knows. :) It's probably why it runs like...
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    Oops, somehow my post got deleted. Dang mobile...

    Oops, somehow my post got deleted. Dang mobile version!

    Anyways, was this only on the Yoshi example or all of them? I kinda hamfisted that level there because it's one gigantic PNG eating away at...
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    Hey folks, thanks for all the kind comments! I...

    Hey folks, thanks for all the kind comments! I wasn't sure how well this would be received since I'm sure you all had your own platform things going on. :P

    Yoshi's Island is definitely one of my...
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    RPM - Rage's Platform Movement

    Now permanently marked down to $4.99! Free version also avaliable on itch.io, ClickStore, and Steam Workshop!

    Patreon Build now avaliable! Pledge $1 to get access to even more content than the...
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