are you using 2.5+ ?
Type: Posts; User: danjo; Keyword(s):
are you using 2.5+ ?
you know there's an event explorer right? (2.5+) it does what you are describing.
you might do this already, but i will copy the event(s) and paste it - especially if i got to repeat a ton of them. then go in and alter the conditions on them, even dragging the new condition onto...
that code is what happens when you copy from fusion; and paste to notepad++ ; this is taken directly from my time pilot version ( same as what you call space pilot )
the reactor pathfinding one will suit your goals - if at worst you can study and learn from it.
if i want a game pause; i will make an entire group that holds the running game part; this is what i will deactivate; outside of this is a group that control the pause and related actions; ie...
My code for time pilot flying:
[ fly jet ]
* direction target of player jet >= 32
player jet : Set direction target to 0
* facing direction of player jet >= 32
player jet : Set...
Ok, upon checking, the bosconian used 8 dir, and was "so so" it still did angles, but the Time Pilot was all coded, and its really good... but not a simple do this and this... it has 40 lines...
i wrote a bosconian and also time pilot clone.. i should really check out what i did on those, coz it seems like the same 8 dir movment you're after. - i will check later tonight at home if you're...
i always use array; its actually easier than ini (imo)
array just adds more nuisance to to and cheat - but people will always find a way.
you could encrypt the data ( BEFORE ) you save it tho,...
making a pointer as linky mentioned is a wise decision when you want to do this, also its easier to limit its position around the window etc.
good tip, ive never done this, but it something that i might use to double check stuff
its made by a CT member/staff. Its personal - not CT made.
to clarify; the Y position of the block, is where the character original ground is
ground contact eg;
number of ways to do it, but a simplistic way, is have a block (invis) at the foot of each character.
so for contact the 2 blocks would over lap ; (the block should be wide...
break it up into to small segments, and work on creating those parts as an exercise before trying to mash it all into 1 project and confusing yourself when parts are not working or not working...
I know Clickteam does not want to re-invent the wheel nor try to waste time on the graphic editor when we already can do stuff in 3rd party editors, such as Gimp, Photoshop, etc.
But, a suggestion...
you have 2 layers; 1 is roof on top; the other is the "player layer" with walls of the house; on this layer also is invisible actives/triggers , so when you cross it - or land on it (eg, outside...
steam is for steam - not your stand alone; if you make that mistake you will have to contact CT and get it sorted
that size sounds like its insanely un-optimized
i know the creator, and ive seen this code.. and its way above intermediate level... infact its mind boggling.
id suggest finding someone who specializes with shaders and work from there.
i dont think you can copy across your path movement for another object.. it would be nice to copy them tho.
a tip/ workaround for this:
make a backdrop with a line representing your path, you can...
there's been 360 platform engines done in the past; the most accurate way is using sin/cos on 2 markers that are used to detect the angle of surface you are on.
for the 360 part; you can split the...
this is an impressive article - thanks for your effort
eventually chris will get to it and fix it for you/ email either and he will see it. re: items on reactor, i dont think theres a filter, but you will see everything on the patreon pages.
you can get around this using multiple objects together, and using just 1 of them visibly.
there are tons of free graphic sites - do some searching; open game art for 1
here we go : sigh!
yeah, missing the fxc files from copperbar and colorcycle
restarting the current frame is somehow broken. i have a project which has 115 frames; each with a different game on each frame, and it used to work, restarting the current frame - would replay that...
ive always wondered why the lines option wasnt available as a grid. good to see it here now - even if it is such a minor thing
the set flags addition gives a new world of possiblities too
the list is the easiest way; create list with each line representing one of the numbers you want to choose from(eg; 5 lines with a different result); do a normal random(1-5); and pick the line from...
i guess if the color selected was changed to 0,0,0 - it would appear in fusion as transparent - ive never tried it
yes, but its a bit messy. saving your edited image using screen capture to a file, and loading that file to an active.
very good extension
nevermind, i saw he has shadows turned on in settings; although it doesnt work on other objects. I wish shadows would get fixed in Firefly
if you need buttons to go under things; you'll have to make them from actives
I noticed Patrice's Tanks of Fusion has a shadow for the players tank... How was this done? I looked at the code; but its a mess.
make sure you've got debugger etc turned off when running the examples in fusion.
sparkman was kicked out of the community under no glamorous circumstances. he's a sad character full of hotwind and an overbloated opinion of himself
knowing already whats going on and how to do this, i found your video to be a good lesson learning some italian ;-)
if you hadnt done so already..
on your start of frame; EDIT the NewPictures action; for the filename - click the expression button at bottom right corner; and use:
you can do many things; easiest is to move the frame around in the storyboard editor by grabbing the frame just left of the title and dragging it to another place.
there was a french guy who sold some source, but it was removed. it was close to perfect but he missed somethings - eg push rocks... which i have added and made it perfect; i cannot give it out, as...
Sigh. He can never be told
What started off to be a challenge, turned into somewhat of a monster.
The challenge was: to Remake an A2600 Game, using 1 Frame as close as possible to the original A2600 game... & a few set of...
Ah. got it, i had "" in the string. all good
~ bug box is under maintenance
is anyone else getting this? Val( "insert any number" ) = 0
I came across an error i was getting, and I had used, x= Val( Global string A). it didnt work...
for me, it worked right way when i pressed space *(im using latest 292.6 with sound optimize for play sample); but its got to do with loading in the file to memory; you can do something like a blank...
nope simon, you would think that would be an obvious choice.. it needs adding
i have managed to rename them, but it is the most cumbersome method ive ever seen right now.... WHY on earth did you just not add a RENAME on the menu when you right click a qualifier (at the bottom...
sent you a PM.
this is one of the games i made long ago... i also remade the sequel, which i enhanced, you kind have given me some inspiration to maybe put the new one up... i got permission from DJ Mix to use...
in any case Jeff is the person to talk to about this, but im guessing you're out of luck.
i dont think you can exchange your steam for normal versions;
BUT. you can use steam programs offline, and...
i quite like the new style load screen :)
you can do what popcorn said; set the X of the character to target's X position + sin(angle)* distance, Y to the targets Y position + cos(angle)*distance;
and you could simply LOOK at the target...
looks good Ben
set a few variables for your shake; camera current X,T; shake timer & shake amount;
reserve a flag for shaking;
if your camera shake flag is ON;
set your camera position to the current X,y...
the joystick2 has is a pad connected feature? check that to determine what to use. i have an example coming soon, which does all this included. what you do is have a group for joypad, and a group...
if you are using the built in direction movement, and using Angle's the DIR for the object ; then the DIR is the ( angle*11.25 ) this will help for people who just cant get their head around...
they are not a placeholder. they are a way of putting in your code a "name" for a group of any objects.
they can be for anything, not necessarily for collisions. its really up to the user how they...
markers are easiest, or you could do loops on the enemies distance to player and determine that way.
you may have to just do a solid shadow that's a bit darker than the floor. that's if its not a huge deal. ... you may want to animate the shadow if you are going anal on it tho.
i always use ICON & NAME in the editor regardless
i think someone made an example of this a long time ago, and probably is in the old examples.
*** not the answer, but more of what you need to do:
each mirror, needs to have a state (active or not...
you actually haven,t asked a question... but insinuated you want someone to make the engine for you?
a WILD GUESS at what you are trying to do;
a way of putting multiple conditions in 1 line; is to think about it in a different way.
you could have 4 invisible actives [markers] of a set size;...
sshhh dave. that remains nameless ;)
i think this can be done tho. there is a fluid shader in the clickstore. * edit/ it looks like the fluid example is not "welding" the objects together and...
he doesnt say its unity, he mentions something else (remains nameless)
it has a liquid/fluid shader for the blob lighting - do we have that? ... http://codeartist.mx/tutorials/liquids/
yes- by using 2 Alt values on one of the 2 objects; call them [X offset] and [Y offset] for example.
you can use the Alt values to always follow its target object - by always setting the follow...
there is a microphone object if that helps. the other way would be to find an .OCX activeX file for mic's and use the activeX object.
i looked. where it is going wrong, is you havent reset the Alt valUe ( conv-count ) back to [ zero ] when you either walk away or finish
user clicks on npc + convo_count >0 : set convo_count...
so you missed the bundle deal a while back????, i bought a few and gifted to friends the deal was so good. it was dev too.
yes i know. what was changed
add to your positioning line; for the y component (+0.01) on the end of it, it then doesnt crash
so the Y should be
YCollisionLocation( "Player_Camera", FVLastCollision( "Player_Camera" ) ) +...
if you are doing a 2d array, then you MUST write to XY, and read value at XY ( not x)
there is nothing wrong with the array. I use it for everything and always have, and never struck a problem. i use it for saving settings, i use it for saving scores, i use it for anything and...
no- you are doing it wrong. if you write to X1, you should be in 1 base. if you are in 0 base, then write to , not 1... and you dont need to write to Y, if you are just doing a single dimension...
when you create an object; reserve one of its alt values to use as a timer; eg alt value T
have an event that exsists that says; every 1 sec add 1 to ALT value T of (that object) - * even if it...
1 base means it starts at 1. the zero element will always be a 0
number of ways to do it, but it depends all on your movement system. for example, if you were using speed for movement then just alter the speed of the object; if your are stepping co ords; then you...
re dynamic, originally the arrays never grew and the dynamic array has been around for a very long time (mmf1) so it could compensate for the static array. i was under the impression normal array...
zero base starts at 0; look at the 0 position in X
you could always think about the [ SAVE GAME OBJECT ] which can save ALL the values of actives, along with directions etc, in 1 move. possibly it might be an easier way rather than looping or doing...
your array for example is a number array - 1 base,the first element will be at 1 and so on.
say for example; you want to save a total of 10 numbers, (just a single dimension array) - so set the X...
i always use array for saving info, never ini.
save ( use expression ) apppath$+"filename" <- you do this once, not on an event that will trigger like always etc.
soon as you load the array...
and you got what to lose?
the way i read it, it seems advisable to "Use high performance GPU" rather than not.... would that be right?
you make the whole background as an obstacle to begin with, and create backdrops and paste them as NON obstacles for your digging.
are you rotating that chair? tick smooth rotations
you already are looking in the right direction. perhaps you should aim lower.
to be efficient and get a good system in place - you should NOT be adding things. that's where it gets messy and stuff goes wrong.
FULLY plan out your system in the beginning, then go about a...
there are examples if you look hard enough. try marv's site; there's also one in the reactor if you want to join the patreon
its not the OS; it will be offset in different resolutions or monitors, making it look "not right"
you could also create a set of colliders, and using a fastloop move the set to each object, test its collision and then move to the next. 1 set of colliders for multiple objects.
but i had to drop in the window control object; then put start of frame; set width to WinXsize; set height to WinYsize; set X pos to WinXpos (* the x pos of application); set Y pos to...
add a counter to use as a timer instead of the built in timer. when there are no bricks, start adding 1 to the counter every 1 second. when the counter reaches 5 - jump to the next frame.
MOUSE clicks on OBJECT
+ only 1 action when event loops >>>> destroy OBJECT
that works, you need the limit condition
you can find activating or deactivating groups under [special conditions]
also eg; upon pressing SPACEBAR > activate group (xxx..)
look in the product owners lounge forums
that order should work... but you can just do it in 2 lines which would also work; start of frame? create - set etc; repeat on next line.
#1; you dont really need 2 objects to hold the data ( starting ammo, and drain) - just ammo will be fine; you can add and subtract from the 1 counter which will save headaches.
#2; you can make that...
this always happens with me, but only the first time i open it. if i close it and re-open it, it loads up quite fast.
from tests; i see approximately (locked at 60fps) speed of 5 = 37-38 pixels per second, speed of 10 = 75 pixels per second. speed of 20 = 150 pixels per second. so you can see a pattern
many ways to do this, just a simple one would be...
you need 2 actives:
1= shadow (this will be the 8 dir moving obiect)
2= character image - this will be the animated character - it just...
what is the category heading? if it another active, you could set its hotspot centered; and then just align all the other actives under it by setting their X-pos to the headings x pos.
with a backdrop - you can set its obstacle as a ladder... but go for active, because you have a hotspot, which you can use to keep the character set to the ladder.
eg; if the character is climbing...
you can move a pointer over some letters (actives), and press button, which then adds the letter to the string
to get angles of floors/ground you can place 2 detectors either side of the characters feet, and find the angle of the floor/ground by the position of those 2 detectors. its then up to you, how you...
if this had better gfx - it would be a winner. i would advise you go seek a pro artist to help
its a different product. you will get a discount by owning 2.5 though.
when the projectile hits the ground; you can create a burning active at its place, destroying the projectile. the burning one can last for a short time, then get destroyed
it may well be a nvidia issue or similar...
copying your folders will keep the extensions- and can simply copy them back; it wont however keep certain exporters - they need to be re-installed
very good - i was looking at all the videos, and it seemed like it was like the snap to vertical all the way through
when you swing and let go; your rabbit must remain at the same angle and rotate him back to vertical; as it is now (instant adjust) just looks very lazy. if you figured out the swinging; it will be...
use control X - and set the key values to globals
i reserve some global values for key presses; eg; globalA ( renamed to PRESS LEFT ) etc,
with control X; all control conditions are;
its most definitely something you are not missing/doing wrong. to call something you are having trouble with a bug and nonsense - is indeed nonsense.
you can do it with detectors
its just math; collides with a vertical wall - negate the X, collides with horizontal - negate the Y. ie x= x* -1 on a vertical wall; y= y* -1 on a horizontal wall.
or use this formula −(2(n · v) n...
can you provide an example on that outrageous claim you just made please? id like to know who your were before "shinbaxter" was going back atleast 3 forum incarnations...(remembering this current...
IM only saying i saw in your example. ive not noticed in my projects; im Def NOT onboard with you mr V
just handy... dont mix integers and floats will save a lot of pain
does the microphone object not do what you want?
ive done the jumping/looping from 1 side of the level to the other that schrodinger suggests with no issues. you have to make sure it lines up, and your increments are not out of sync so you dont get...
a useful way of saving multiple numbers in 1 value that i do, is to make each value for example be 3digits; eg 1 would equal 001; 25 = 025 etc. then if i wanted 4 values stored in the 1 cell ** using...
for a start - YOU CAN!
i saw your stuttering in your mfa. when i turned ON vsync, the stuttering was "almost" gone, i only noticed it once very occasionally
the only real way to do this currently, is make a launcher executable, which starts a different version depending on what the user selected. its messy.
he's talking about just using fusion, not running the game.
i'll say it... get a better pc :)
many people have done it, and you will have to do it also
^ which uses the joystick 2 object
i am fairly sure you have to reset keypresses start of frame on the next frame. i have come across it before and solved that.
when you create a new object; create its shadow on top of it, calling the (initial pairing loop) i used for eg at the start of the frame.
or - if you are just creating 1 object and 1 shadow now and...
ive got many projects with more frames than that, and never had a problem. its not the amount of frames which is causing your issue.
make sure you add in regardless; on line 37
maybe also put a flag on it so it wont keep doing the same action if the animation is slow...
animation Launching is playing
+ animation frame =4
heres a simple example to get you started..
 added #2 which has deleting the objects also
its a good idea to have only 1 person responsible for, and working on then main code file. others should stick to their specialty; ie graphics or sound.
if you have someone else wanting to work...
Or: do a set like;
if number of bricks <20 set speed to 100
if number of bricks <40 set speed to 80
if number of bricks <60 set speed to 60
i can get by... but it comes down to what we all used to call "French Logic" , and heres another one
the named flags are awesome and something that was really needed... althought it has made something really stand out.
the flags result text, needs to be changed from ON/OFF to TRUE / FALSE.
danny's site need traffic? why werent the 5 reasons just listed here?
and a conflict of interest
stop being "that guy"
its in the collision masks. checks for obstacle/ladder at a certain X,Y >> storyboard | collision masks
removing the <zbuffer>1</zbuffer> from the files as you suggested, allowed the .mfa to work inside fusion.
the compiled exe works fine; the .mfa running inside fusion (289.3 latest build) its just a black screen - however 1.x works fine both ways
the old version works; 2.0 doesnt. black screens
you nearly are right; you need a [ground detector-invisible] which is moved with your movement (up down left right), you do you jump just like side on-and using a foot detect which will stay with...
you cant re-use steam keys; and to the newguy here; (steam) dev fusion 2.5 was avail in [Humble Clickteam Fusion 2.5 Bundle]
a long time ago i used activeX to print stuff
how about not commenting on something that has Nothing to do with you.
i wish there was the block feature back again
i dont bother with them - you cant hear them properly anyway - take that "advice" and run with it
mrrogers - All your videos have really POOR audio. not a good start considering your are trying to explain things. Invest in a a MIC or learn your audio settings.
it contains the paid media
blame donald :P
there have been in the past examples of this sort of thing - doing pretty much what rhysd said.
i always use flags - and generally put a comment there somewhere in the beginning of the group to indicate what all the flags are for.
repeat while left mouse button is down
+ Xpos of mouse < frame width/2
repeat while left mouse button is down
its 100% redundant. you can now deactivate single lines, not only groups. so the theory of seeing events you dont want to delete is shot to pieces. you can do that without using NEVER.
who is this mystery person appeared out of nowhere with no products? perhaps you dont have access to what you may need
ABGO has examples including a match3 example - there are examples everywhere for this - see clickstore - see the example section
go to your clickstore; downloads
you can load images into a normal active.
the screen capture is limited to screen size tho
have you even tried experimenting with normal effects. it doesnt look very complicated at all.
the counter object HAS got the gradient option if you want to use it
it looks like a XOR or OR applied to the "window" image in front of the other items
looks like trolling to me chris
2nd way.. and i would debug, cause i reckon you'll find the object not working is not on the layer you think it is
new images are better.. the collisions all must be on same layer to register - check the objects not working is on the same layer - you are testing the overlap - perhaps it may not be.
i cant see, too small... put your overlap condition first, then the additions after that.
animation changes are excellent.. finally get to expand that area
probably just use a string. you are referring to fusions way of using FLOATS for your result. if you dont use decimals, the result will return an Integer.
contact Jeff at Clickteam with your serial number etc. he will help you ... if you are legit.
^ this GWKTM
it comes from Clickteam's extension Pack1;
@neverk. good to see you are willing to pay for F3 - Q. did you get F2.5 in the bundle? (you realize that was a bargain)
CT has been doing the same thing with their product and pricing models over the last decade +.
there's always "that person - who wants it their way - usually free.
moving left/right with keys will do nothing - because its always being set by the mouse's X position.
choose 1 or the other
global values (ARE) counters/values that are kept which can be referenced on ALL frames.
you have unlimited global values starting at A,B,C etc they can be renamed so you know what they are in...
but what DaveC is saying; is leave them all in 1 Dir/Anim and just set it to which ever Frame; rather than moving between 32 images without changing animations; you could have "a lot" accessible in 1
i suggest you look at other fusion path finding. this your job.
turn your monitor on its side, and rotate the display 90degree. solved ! LOL i would think hard about why you are using that res!?!
use this plugin - http://www.rtsoft.com/forums/showthread.php?7508-Audio-Patch&goto=nextoldest
export as .b3d
step 1; download file- extract the .py to file folder
step2; start blender -...
or reverse the animation...
where i made alterations, i added a red comment line(blank)
when i saw you asking about this, i thought WTF you lazy sod. its easy. (if you understand the code) - dont copy something you dont understand. do your own which you do know what its doing.
what you see on the 2d field doesn't have to mean is it literal. 1 pixel may equal 0.1 on the 3d axis IF you want it to
normally in 3d programming for that question - is to check the distance between both collision spheres/radius is lesser - eg - if both radius is 1, and if they are closer than 1, then they are...
2d text - visibility is Always ON. cannot set it to invisible or turn it off at start of frame; set transparency does not work either.
Not a high priority, but perhaps as idea, with animation looping; have another that is set to "ping-pong" back and forth - so it cycles to end of frame, and cycles back to start of frame.
it just means you must open the file from within Fusion - already opened. dont just double click the file in explorer
NO. the 2d scene and the 3D scene are 2 different "worlds"