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  1. Replies
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    Since you used SFV as an example, I'll try to...

    Since you used SFV as an example, I'll try to explain the system you would need to work on to get something like this to work. Fighting games are highly involved and I doubt you will find someone...
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    I recall Nifflas using "Never" to "load sounds"...

    I recall Nifflas using "Never" to "load sounds" into Fusion memory at start in one of his sound engines. It was just a "Never" condition with a bunch of "play sound x" events in it. I'm not positive,...
  3. Outcast that flag is just there in case you...

    Outcast that flag is just there in case you needed to know the object has finished its movement. Those events aren't used in the example and can be deleted if you don't want them. I figured since you...
  4. Oh, I didn't know that. Interesting.

    Oh, I didn't know that. Interesting.
  5. This has been a thing for quite a long time iirc....

    This has been a thing for quite a long time iirc. Fusion can't handle anything but integers in the expression editor, i.e 0.3 turns into 0. This is why it's common practice to use values to handle...
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    vSv use the layer object extension. It lets you...

    vSv use the layer object extension. It lets you set an individual layer's (by name or by index) effect.
  7. You need to take into account the angle between...

    You need to take into account the angle between the target and the moving object, then modify the position by this angle using cosine. Here's an example. It supports speed being a float (speed is...
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    vSv only one ink effect can be applied to an...

    vSv only one ink effect can be applied to an object at one time. However, layers can also have ink effects. So you can give your active a "flip horizontally" shader, and whole layer the "monochrome"...
  9. Replies
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    You could use nodes - one for every path split -...

    You could use nodes - one for every path split - and every time a person reaches within a certain distance of these nodes, they randomly pick which new node to seek. If you optimize the code well...
  10. Progject that will work with 2 objects in the...

    Progject that will work with 2 objects in the frame only. You can only scope a single object out of any that are overlapping with your method, which ends up screwing with your results. For example: 2...
  11. 2. Check your order of events. Double click in an...

    2. Check your order of events. Double click in an empty column or go to the event list editor. You are trying to set the object's parentID before you create it. If you don't have a habit of minding...
  12. I think for objects where the order of events is...

    I think for objects where the order of events is not important, behaviors can be a way to keep your main event editor from getting too cluttered (all behavior code is tacked onto the bottom of the...
  13. Using an external detector is usually the way to...

    Using an external detector is usually the way to handle these things. This example handles the external detectors following their parent, and also automatically destroys the detector if their parent...
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    The sum method you're describing is similar to...

    The sum method you're describing is similar to what I used in post #6.

    Instead of comparing if you are in a range of numbers, the weight of each item is subtracted from the random pick from 1 to...
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    AftPeakTank perfectly valid solution. I think it...

    AftPeakTank perfectly valid solution. I think it gets messy if you want many items, since fitting them all into 100 while also having decent weights is difficult. For something as small as the...
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    Volnaiskra neat optimization! You get the added...

    Volnaiskra neat optimization! You get the added advantage of being able to use numbers greater than 1 place width.
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    Volnaiskra it's quite a bit more involved to get...

    Volnaiskra it's quite a bit more involved to get accurate percentage, but I was curious so I did it. Requires String Tokenizer extension (which is multiplatform!) and is most likely NOT fast due to...
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    Fast weighted random using strings

    Fast, very simple method to do a weighted random function. Use any number, letter (upper and lowercase) or symbol to compare against, and adjust the chance of them showing up by increasing or...
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    I turned it into an example i'll upload to the...

    I turned it into an example i'll upload to the examples section: 27167
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    You could make a weighted random function by...

    You could make a weighted random function by setting a string object.

    0 = easy
    1 = normal
    2 = hard
    3 = very hard

    then populate it like: 00000111223 for example, and then set a value to...
  21. Inbuilt movements are checked at the end of the...

    Inbuilt movements are checked at the end of the event list, no? Could be the root cause of the issue. You're telling it to stop, but then the code just starts it again right after, and since all the...
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    try the perspective extension. it's a little...

    try the perspective extension. it's a little easier to use and i think the "perspective" effect (vertical, zoom value becomes angle) is what you're looking for.
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    The object's position changes when a parallax...

    The object's position changes when a parallax happens. This is most likely the cause of your issue. What's compounding the problem is that you're using the easing object: you're stuck in a path that...
  24. really neat idea vol. looks great.

    really neat idea vol. looks great.
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    period causes xlua error

    Hello,

    I'm using xLua (great object btw) and noticed that periods "." in functions cause it to throw an error: attempt to index global 'word before period' (a nil value).

    Since I only...
  26. Try to check for enemy overlapping hitbox instead...

    Try to check for enemy overlapping hitbox instead of hitbox overlapping enemy. Only allow an enemy to be hit if their "hit" flag is OFF, and set it ON as soon as they overlap the player's attack...
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    There is a workaround to sort numbers even if the...

    There is a workaround to sort numbers even if the internal list only sorts strings. You need to add trailing 0s to all your numbers so they equal the same amount of characters as the largest number...
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    You had it right the first time. To get the angle...

    You had it right the first time. To get the angle between two objects is Atan2(Y2 - Y1, X1 - X2). Nivram's version is incorrect. If your 0 was left instead of right, you need to swap object 1 and...
  29. when a landing target exists for a bird to land...

    when a landing target exists for a bird to land on, and a bird decides to land on that target, set an "occupied" flag on that target until the bird leaves. Then when birds check for targets they can...
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    the surface isn't relevant to the example: 26996

    the surface isn't relevant to the example: 26996
  31. Your doublejump event is causing the player to...

    Your doublejump event is causing the player to doublejump as soon as his feet leave the ground, so your value is getting reset which makes it seem like you're only regularly jumping. Alexe's fix...
  32. marbenx during movement they will be floats; the...

    marbenx during movement they will be floats; the value will smoothly ease towards target before settling. the problem is that they eventually settle and display integers but the condition still won't...
  33. [Bug Report] Value error after interpolation

    Hello,

    I know that there are several floating-point number precision errors in Fusion already. I'm not sure if this is quite the same as those.

    I'm using linear interpolation to seek a target...
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    A quick example of the math: 26923 you'll...

    A quick example of the math:

    26923

    you'll need to adjust how the origin is calculated to suit your needs.
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    Instead of using "orbit" rotation, you most...

    Instead of using "orbit" rotation, you most likely need some form of 2d transformation:

    https://academo.org/demos/rotation-about-point/...
  36. If Volnaiskra saved this mfa in Fusion 2.5+ -...

    If Volnaiskra saved this mfa in Fusion 2.5+ - even if he did not use any 2.5+ exclusive features - the .mfa can no longer be opened in standard 2.5. I believe Clickteam changed this because 2.5+ mfas...
  37. I'm curious if it's possible to bypass the...

    I'm curious if it's possible to bypass the overlap delay using an extension like this? I know that extensions can "run in separate threads" so to speak - ala microtimer or the lua objects - so is...
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    You definitely won't be having 20,000+ objects in...

    You definitely won't be having 20,000+ objects in your frame if you care at all about performance. Games with huge "open worlds" in 2D (and 3D) almost always render only the tiles in the viewport +...
  39. DX11 definitely offers a large performance...

    DX11 definitely offers a large performance increase over DX9, so it will be that much more powerful when all the debugging has finished. For a benchmark, I can get 6000 moving objects at full...
  40. Volnaiskra interesting results, thanks. I really...

    Volnaiskra interesting results, thanks. I really need to use your benchmarker more often!

    Wrapping loops up in their own groups is a habit I picked up a while back myself. I'm still fairly happy...
  41. I appreciate you looking into this :)

    I appreciate you looking into this :)
  42. Yves sure. I found the culprit while making the...

    Yves sure. I found the culprit while making the MFA; it was the collision foreach loop with using child events:

    26501
  43. Hmm... I have a movement engine for multiple...

    Hmm...

    I have a movement engine for multiple actives that I used to test. Both frames did the exact same thing: create 2000 moving actives that have basic backdrop collisions.

    Frame 1 used the...
  44. That's great to hear dsilvers ;D

    That's great to hear dsilvers ;D
  45. A question about child events: is there any...

    A question about child events: is there any difference in performance at all? Originally, if you had 3 events on a single loop, you would need to do this:

    on loop
    if something 1
    -do 1

    on loop...
  46. I'm having a lot of fun with 2.5+, but I do have...

    I'm having a lot of fun with 2.5+, but I do have a feature request: collapsing/expanding child events! Similar to groups, maybe reduce all childs down to a single "group line" that rests indented...
  47. Clickteam is hitting a home run here. 2.5+ is...

    Clickteam is hitting a home run here. 2.5+ is addressing many complained about problems and priced fantastic to boot. Honestly can't find anything to nitpick right now. (i mean i'll always be able to...
  48. I proposed a separate extension called a "value...

    I proposed a separate extension called a "value holder" to the bugbox before it went down. The idea was that they are objects that can hold unlimited named values that could be re-arranged and come...
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    Here's a helpful article: ...

    Here's a helpful article:

    http://www.gabrielgambetta.com/client-server-game-architecture.html
  50. Feedback sounds fantastic, i'm excited for sure. ...

    Feedback sounds fantastic, i'm excited for sure.

    I set back some money for this; hopefully it won't cost me more than my base fusion did X)
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    We've been told to post them on the forums here...

    We've been told to post them on the forums here IIRC and not to directly PM clickteam members. If I were to report a bug i'd make a thread with a title highlighting that it's a bug report, like: [BUG...
  52. Figured it out. I needed to move the second...

    Figured it out. I needed to move the second object to its original position before I move the first object back a pixel for collision, otherwise the second object will always slide through the first....
  53. Hmm, am I doing something wrong here? In your...

    Hmm, am I doing something wrong here? In your example, I'm trying to move the "A" object back a pixel when overlapping the "B" object, but it doesn't seem to be interacting correctly: 26129

    I...
  54. Realized I had the "move" events under the "move...

    Realized I had the "move" events under the "move relative" events. Switched them around:26118
  55. Possible solution to overlap delay (courtesy of BartekB)

    So BartekB posted a neat idea in the Fusion 2.5+ thread when I mentioned the Overlap Delay bug.



    At first I thought his solution wouldn't work, similar to the "prediction" method that had...
  56. EDIT, I was wrong, tested this and made a thread...

    EDIT, I was wrong, tested this and made a thread about it BartekB https://community.clickteam.com/threads/105132-Possible-solution-to-overlap-delay-(courtesy-of-BartekB)?goto=newpost

    thanks for...
  57. Kisguri thank you for responding to our questions...

    Kisguri thank you for responding to our questions :)

    Can you tell me whether or not the "overlap delay" has been changed, or if it is identical as 2.5? The delay being any second object that is...
  58. Also, please tell me the dreaded "overlap delay...

    Also, please tell me the dreaded "overlap delay bug" has finally been exterminated xD
  59. Can I get an estimate on the price of this? Or...

    Can I get an estimate on the price of this? Or has it not been decided yet?
  60. Just search for your word + a space, like search...

    Just search for your word + a space, like search for "yourwordhere"+" ". Then if that word is part of another word (like you're searching for "an", but have "another" in the list) it won't return it....
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    You could alternatively set a "move angle" value...

    You could alternatively set a "move angle" value that is whichever direction the player is holding (0 for right, 180 for left, etc) and base the player's velocity on cosine ( x = x*cos(angle), y =...
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    This is indeed good news, and I appreciate the...

    This is indeed good news, and I appreciate the status update.
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    The bug was happening because he's setting the...

    The bug was happening because he's setting the string to (current alterable string) + Mid (the source string), so sometimes it would add on to itself, and the jumbling most likely is happening...
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    The bug was happening because he's setting the...

    The bug was happening because he's setting the string to (current alterable string) + Mid (the source string), so sometimes it would add on to itself, and the jumbling most likely is happening...
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    The stutter is most likely being caused by the...

    The stutter is most likely being caused by the debugger, which is known to cause fps drops. Close the debugger while running your game and see if the issue persists.
  66. always pin the square to the player. then do...

    always pin the square to the player. then do this:

    always
    --> set enemy flag follow ON

    enemy is overlapping square
    --> set enemy flag follow OFF

    enemy flag follow is ON
    --> chase player
  67. you shouldn't need a loop for this. when two...

    you shouldn't need a loop for this.

    when two objects overlap, only they are scoped. something like

    -projectile has been thrown flag is on
    -projectile overlaps enemy
    -->projectile bounce off
    ...
  68. You could get the difference the camera has moved...

    You could get the difference the camera has moved each frame and add it to the position of your objects (or origin values, if you're using them for sinewave movement). Reserve two values, named "x...
  69. Replies
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    Is your player moving at a slow speed? If so,...

    Is your player moving at a slow speed? If so, this might simply be the nature of "floating point movement" being noticeable at low velocities. Since movement uses "in-between" values before shifting...
  70. The name in parentheses (fFreq) is the actual...

    The name in parentheses (fFreq) is the actual parameter name. Instead of setting "Frequency (fFreq)" to a value, set "fFreq".
  71. I would direct you to the bugbox so you could...

    I would direct you to the bugbox so you could submit a feature request normally, but it's been down for quite some time :(
  72. Hello Wodjanoi , I made something that I...

    Hello Wodjanoi ,

    I made something that I think meets what you're asking for. It doesn't use delta time like Julian's solution, but I think it looks nice if you tweak the speed values of the...
  73. Make sure you have "Follow the frame" checked in...

    Make sure you have "Follow the frame" checked in the text blitter's properties tab.
  74. Are all counters duplicates or part of the same...

    Are all counters duplicates or part of the same group?
    Are you properly scoping (selecting) the counter that needs to be destroyed? i.e: IF counter object distance from enemy > max distance THEN...
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    This should be helpful: ...

    This should be helpful:

    http://www.gabrielgambetta.com/client-server-game-architecture.html
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    Personally, I leave an 8 pixel border around my...

    Personally, I leave an 8 pixel border around my actual level, then constrain the scrolling within this border, adding the shake offset at the end. This will work with any size level (even a single...
  77. Hi @10mbra1, nice example. You don't really need...

    Hi @10mbra1, nice example. You don't really need the foreach loop, though! As long as the objects you are creating by name possess a qualifier, you can simply create by name then apply actions to the...
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    rowdy you need to test the bullet for a collision...

    rowdy you need to test the bullet for a collision manually through event editor:

    Condition
    Bullet -> collisions -> overlapping a backdrop

    Event
    Bullet column -> movement -> "stop" or "bounce"...
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    Very quick fix: Change the "Global Value =" to...

    Very quick fix: Change the "Global Value =" to "Global Value >=" for each line.
  80. Forgot to add: make sure you are creating all...

    Forgot to add: make sure you are creating all tiles you want the player to collide with in the same layer; objects in different layers can't collide with each other.
  81. Replies
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    MuddyMole very nice example, but I thought of...

    MuddyMole very nice example, but I thought of something after seeing your vertex data string:

    how about using animation frames with different action points to determine the point position? If an...
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    Why would the previous line get deleted? Unless...

    Why would the previous line get deleted? Unless you manually delete a line, the list object will keep all of them. Posting an example .mfa for us to look through would help us understand the issue.
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    rowdy hey, very simple to add. Make the turret...

    rowdy hey, very simple to add.

    Make the turret its own active object, always positioned at the tank base. The turret will rotate towards your firing target (the mouse in most tank games), and fire...
  84. Try unchecking the runtime property options...

    Try unchecking the runtime property options "inactive if too far from frame" and also "destroy if too far from frame" of your tile object.

    Another thing to check that can cause errors with array...
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    Having many surfaces objects would kill...

    Having many surfaces objects would kill performance. A trick you can use to distinguish lines: clear the surface before every line draw. I.e:

    Always:
    -draw line for sight detection

    Surface is...
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    You can use the angle from the player to the...

    You can use the angle from the player to the enemy, and apply knockback that way with sin/cos functions: 25227 (arrow keys move enemy, spacebar pushes back)

    Now it will get knocked back perfectly...
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    I believe this is due to an oddity in the way...

    I believe this is due to an oddity in the way Fusion angles objects; they will be offset from center slightly at certain angles, even if the math is correct.

    If you'll be doing a lot of drawing,...
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    Yes, this is correct.

    Yes, this is correct.
  89. I don't have the developer version so I can't...

    I don't have the developer version so I can't open your .mfa (requires listview object), but I made an example using the regular list object: 25221

    Instead of comparing objects to a loop index, I...
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    Cool, thanks for the links guys. MuddyMole that...

    Cool, thanks for the links guys.
    MuddyMole that shader sounds neat. And I feel you about the wheel hub >:)
  91. Replies
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    if you can get a shadowcasting engine like this...

    if you can get a shadowcasting engine like this working at the FPS you describe would you mind sharing it?
  92. Replies
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    I used schrodinger's idea of the surface object,...

    I used schrodinger's idea of the surface object, but instead of setting opacity of pixels i just made the whole surface object semi-transparent: 25158

    if you needed custom shadow shapes instead...
  93. Replies
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    Ah thanks. Say I have my app running at 60 frames...

    Ah thanks. Say I have my app running at 60 frames per second, with back-buffer on and set to 3. To eliminate the perceived lag, could I simply increase the framerate to 63, so it would still...
  94. Replies
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    Very exciting update! I'm curious though,...

    Very exciting update!

    I'm curious though, about the "back-buffer" feature - does it constantly use these backbuffers, thus increasing the application's lag by however many frames, or does it only...
  95. Great example, Gamester. Some advice too: you...

    Great example, Gamester.

    Some advice too: you should set X and Y of player to Round(xpos) and Round(ypos) to avoid floating point precision errors in Fusion. This is a problem that annoyed me for...
  96. Replies
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    Update! I was wrong; the problem still exists...

    Update!

    I was wrong; the problem still exists in my example, too. I didn't see it because I didn't fullscreen my example and try to click outside of the "actual" frame area. This is an odd bug,...
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    Hi Outcast, I couldn't quite wrap my head...

    Hi Outcast,

    I couldn't quite wrap my head around everything in your example, but I could see the problem you were talking about and figured it was due to an error in your calculations. I made a...
  98. This should work: 24626 EDIT: you could...

    This should work: 24626

    EDIT: you could inherit multiple flags this way, but it would require you to copy the 3 events (set flag to inherit, set inherited flag status, set child flag on) over and...
  99. Replies
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    Don't feel rushed Schrodinger, that all looks...

    Don't feel rushed Schrodinger, that all looks incredibly impressive! Definitely a lot of neat/powerful stuff in the works :0
  100. Replies
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    Just dropping by to bump the thread. Looking...

    Just dropping by to bump the thread. Looking forward to new version of P3D :)
  101. Replies
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    https://community.clickteam.com/threads/98746-RPM-...

    https://community.clickteam.com/threads/98746-RPM-Rage-s-Platform-Movement/page8?highlight=sonic+worlds+angle
  102. Replies
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    TTP, I added 2 new active objects, called...

    TTP,

    I added 2 new active objects, called Weapon Ammo and Weapon Drain. I didn't name all their values, just a few for the example but you can go through and finish naming the rest however you...
  103. Replies
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    During gameplay or in the editor? In the editor...

    During gameplay or in the editor? In the editor you just edit your bullet object (player fire) animations like you did before.

    If you meant how to add new bullet animations or guns, the single...
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    There are a few things wrong here, but the main...

    There are a few things wrong here, but the main problem is that you're trying to use counters to display the current weapon, which is why it isn't matching up to the selection.

    I used a single...
  105. Replies
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    Here's a tweak on my original example that uses...

    Here's a tweak on my original example that uses fastloops to hitscan the spawner objects to the top of any obstacle, even slopes.

    It's a bit more performance expensive but it shouldn't be a...
  106. Replies
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    Yeah, PBarwick's solution will work. So it...

    Yeah, PBarwick's solution will work.

    So it supports variable (grid-based) heights, I expanded on it a little. This should give you some ideas to work with:

    24510


    Caesar's solution will do...
  107. I think this is what you're after. Make sure...

    I think this is what you're after.

    Make sure you name your strings with a dash (-) followed by the number, as that's the "code" the Find() function looks for in the string name. You can change...
  108. schrodinger great example! But the "orbit from...

    schrodinger great example! But the "orbit from center" approach isn't what bhlaab was looking for.

    I managed to shave the edges off the square and it should be working exactly as you want it...
  109. Here's the concept, but with a square boundary...

    Here's the concept, but with a square boundary instead of a circle. It's late, so remembering the math required to make the boundary a circle is giving me a headache right now even though i'm sure...
  110. The best I can interpret this is that bhlaab...

    The best I can interpret this is that bhlaab wants the crosshair to be an independent object that is "shoved" by the mouse position delta as opposed to orbiting it using the standard method, and...
  111. Mathias thanks for the input!

    Mathias thanks for the input!
  112. Here are a couple ideas: 1) don't hide the...

    Here are a couple ideas:

    1) don't hide the mouse cursor
    2) use a second pointer graphic, which is the actual mouse position. the crosshair circle itself is constrained. A lot of games choose to...
  113. You could easily test this yourself by setting an...

    You could easily test this yourself by setting an object to a really fast speed, then checking how fast it travels across the screen at full framerate, then at something like 10 or half framerate and...
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    Since a few of them look good, i'll give you my...

    Since a few of them look good, i'll give you my top 3:
    1 = 4
    2 = 3
    3 = 6
  115. Replies
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    [hype intensifies] XD I saw the X, Y and Z...

    [hype intensifies] XD

    I saw the X, Y and Z dimension values added there in the manual, too :)

    Can't wait for the update!
  116. if using the surface object make sure to disable...

    if using the surface object make sure to disable fine collisions in the properties if you don't need it. Really heavy performance hit if you're rotating/scaling otherwise.
  117. I imagine making fake "tiny" animations in large...

    I imagine making fake "tiny" animations in large objects would indeed ease the burden a bit. Plus it makes it easier to drag stuff around and organize! I make rows/stacks of 32x32 objects this way...
  118. Replies
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    You can change the focus of the camera in the...

    You can change the focus of the camera in the event editor under Storyboard Controls.

    Storyboard Controls > scrollings > center vertical position in frame.

    Then you would make a start of frame...
  119. Replies
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    Overlap bug actually affects a few actions in...

    Overlap bug actually affects a few actions in fusion:

    -overlaps
    -animation changes
    -animation frame changes
    -object destruction (objects are not destroyed until end of current frame instead of...
  120. Interesting thread. I tried Schrodinger's...

    Interesting thread.


    I tried Schrodinger's example and i'm getting an almost rhythmic stutter of 0.017s and 0.015s:
    24014


    I definitely notice the stuttering in my own projects. At one point...
  121. Replies
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    Views
    37,817

    You have an awesome accent Schrodinger, I didn't...

    You have an awesome accent Schrodinger, I didn't expect it. Where are you from, if you don't mind me asking?

    Looking forward to the next update! :)
  122. This shouldn't be possible if the two objects are...

    This shouldn't be possible if the two objects are in separate layers, no matter what ordering code you might be using.

    Double check that you have the objects in separate layers and that you...
  123. In the Application Properties, under the Runtime...

    In the Application Properties, under the Runtime tab, check "Run while minimized" and "Run while resizing".
  124. If you don't need the grass to end at a certain...

    If you don't need the grass to end at a certain part of the level, or change x position other than simply scrolling to simulate an endless background, you can use this method:

    -make your grass...
  125. Replies
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    961

    I'm not sure exactly what you're after, but I...

    I'm not sure exactly what you're after, but I made this: 23824

    It only scrolls if you're within a certain distance of the screen's edge. You can modify this distance in the camera object, even...
  126. Use a 1x1 dot active as the line of sight. Then,...

    Use a 1x1 dot active as the line of sight. Then, scale it on the X axis to be the distance between the enemy and player, and angle it using the angle between them. Now only chase if that line isn't...
  127. Replies
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    Views
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    >Named flags 23779

    >Named flags

    23779
  128. Replies
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    Views
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    You need to set up rules for all of your...

    You need to set up rules for all of your animations, so when you stop crouching your player will return to a different animation.

    For example:

    Player is standing on ground
    +player is NOT...
  129. Replies
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    Views
    37,817

    Nice update. And it seems to be the season: I'm...

    Nice update.
    And it seems to be the season: I'm actually recovering from a pretty terrible cold myself D:<


    Is the grid inside the cubemap image just for an example or are the images actually...
  130. Replies
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    Views
    37,817

    Cylinders came together quickly and look great. ...

    Cylinders came together quickly and look great.




    This shape is a neat idea if it were allowed with the shader limitations (could let you make true 3D slopes).
    I had been brainstorming about...
  131. Replies
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    Views
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    try adding a cooldown to your button press. An...

    try adding a cooldown to your button press. An alterable value will be fine.

    Upon pressing button
    +state = paused
    +cooldown = 0
    --> set cooldown to 5
    --> start loop unpause

    Upon pressing...
  132. Replies
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    Views
    37,817

    That looks great :o This would make larger...

    That looks great :o
    This would make larger worlds and structures tons easier/performance friendly! Definitely answers my request.


    To the map layer question: I wouldn't mind. To me the map layer...
  133. Replies
    219
    Views
    37,817

    I was just about to PM you about spheres, so this...

    I was just about to PM you about spheres, so this is great news! :D
    It would be nice if you found a way to add sphere rotations, but I think if all else fails and enough effort is applied on the...
  134. Replies
    219
    Views
    37,817

    Looks great Schrodinger, and runs well for me,...

    Looks great Schrodinger, and runs well for me, too.

    Might want to add a deadzone to the first person mouse movement so the cursor doesn't drift endlessly if you're not in the exact center, and...
  135. Replies
    219
    Views
    37,817

    @FalconsoftIndustries the license comes with the...

    @FalconsoftIndustries the license comes with the purchase of P3D. You just have to purchase P3D (or get P3D by subscribing to The Reactor) and you'll have the license.
  136. Replies
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    Views
    37,817

    That zombie city is looking good, Schrodinger. ...

    That zombie city is looking good, Schrodinger.

    Those zombies look almost like 3D models. Are they just really good sprites?
  137. Replies
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    Views
    37,817

    It's just with P3D as far as I can tell, probably...

    It's just with P3D as far as I can tell, probably because of the way the shaders interact with my card. I use off sizes myself in my own games and no other Fusion game has broken similarly.

    The...
  138. Replies
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    Views
    37,817

    Thanks to Schrodinger's fantastic customer...

    Thanks to Schrodinger's fantastic customer support - and a lot of thorough testing - this problem was finally fixed for me.

    Turns out that my cretaceous period graphics card (about 12+ years old...
  139. Replies
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    Views
    37,817

    My card is an AMD: ATI Mobility Radeon X1600

    My card is an AMD: ATI Mobility Radeon X1600
  140. Replies
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    Views
    37,817

    Reporting back. After fixing my windows update...

    Reporting back.

    After fixing my windows update and installing just a few updates...
    23588

    ...it still didn't help P3D at all :(
    23589


    I do seem to get more solid framerates while running...
  141. Replies
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    Views
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    I used both the compiled examples and the .mfa...

    I used both the compiled examples and the .mfa examples. The problem is the same with both. I have every shader that came with it.



    DirectX11. It could be that i'm missing some critical update....
  142. Replies
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    Views
    37,817

    Hey Schrodinger: I tried the examples you had for...

    Hey Schrodinger: I tried the examples you had for 2.0 and unfortunately it seems like the new system breaks on my trash laptop. I think it has something to do with the new system for meshes you were...
  143. Replies
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    Views
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    Wow. BIG update, Schrodinger! I guessed you...

    Wow.

    BIG update, Schrodinger! I guessed you might be working on something recently since you were less active on here, but I never thought it'd be something of this scale.

    As soon as...
  144. If any of this sounds out of your league or not...

    If any of this sounds out of your league or not worth the time, you could drag all code/groups into a master group that you can collapse and copy/paste quickly. It's not ideal in my opinion (single...
  145. couple rules: -always ALWAYS put your camera...

    couple rules:

    -always ALWAYS put your camera events below your movement events
    -don't try using floats in the "center x" or "center y". put your expressions in alterable values, then have center...
  146. https://community.clickteam.com/threads/101308-Non...

    https://community.clickteam.com/threads/101308-Non-repeating-random-number-substring-replace
  147. Array files become whatever extension you declare...

    Array files become whatever extension you declare them to be.

    If you save the file as: "your file name" + ".outcast" it'll become a .outcast file in the properties.
  148. Sometimes it is simply the way your graphics card...

    Sometimes it is simply the way your graphics card handles the game. On my old desktop I would get motion blur, but on my laptop I don't.

    Try turning on V-sync in you haven't already.
  149. right click the event number. then: insert > a...

    right click the event number. then:

    insert > a group of events

    you can drag your existing events into the group if you wish.
  150. @Schrodinger: I get the same results with both...

    @Schrodinger: I get the same results with both options as well. Perhaps the performance boost is specific to certain graphics cards?
  151. Replies
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    Try clicking once to highlight the string, then...

    Try clicking once to highlight the string, then again to bring up the handles instead of double clicking quickly. You should still be able to see the handles if you doubleclick to edit the string,...
  152. Replies
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    Either click the string object twice and then...

    Either click the string object twice and then drag the handles out, or go to the "Size/Position" tab in the string's properties and change the dimensions from there.
  153. -Loop optimization for moving objects- ...

    -Loop optimization for moving objects-

    Normally, whenever you make multiple objects that require precise movement, you loop through each one with a foreach and then start a different set of actual...
  154. Replies
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    Views
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    Right, I completely missed the point of the...

    Right, I completely missed the point of the question and assumed Electriic meants a random number from within a range. Thanks, Schrodinger.
  155. Fantastic thread, Vol. Lots of stuff I didn't...

    Fantastic thread, Vol. Lots of stuff I didn't think to test!





    There's a third way I like to use, that works because of Mod:

    set Alterable Value("MyActive") to (Alterable...
  156. Replies
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    Views
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    This can be done natively in Fusion as well, if...

    This can be done natively in Fusion as well, if you desire. Use the Random Range function: RRandom(Min, Max). Make sure you use the two "R"'s, as the range feature doesn't work with the standard...
  157. Replies
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    Will need to wait official Clickteam verdict to...

    Will need to wait official Clickteam verdict to be absolutely sure, but I think it's safe to assume you don't have an actual virus and it's just your AV getting paranoid about Fusion's .exe files. A...
  158. Behaviors are tacked on to the end of the event...

    Behaviors are tacked on to the end of the event editor sheet. This might not affect you unless event order is important to your game. An example of Behaviors negatively affecting your game would be...
  159. Replies
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    Views
    2,331

    Yeah the idea would be to add 1 * deltaTime to...

    Yeah the idea would be to add 1 * deltaTime to the timer.

    I'm not sure if I got it right, but here is an attempt at the multiplication method: 22830
  160. Replies
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    Also remember that you can do delta time another...

    Also remember that you can do delta time another way (with a calculation in your expressions, like the Scirra article uses) if you absolutely can't use the loop method. Just keep in mind the...
  161. Replies
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    I wouldn't know the intricacies myself, but I...

    I wouldn't know the intricacies myself, but I think SEELE did a number of tests and addressed this in that thread I linked: https://community.clickteam.com/threads/51408-Advanced-techniques-in-MMF2
  162. Replies
    11
    Views
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    Yeah with delta time loop method you would have...

    Yeah with delta time loop method you would have to replace every "always" event with the delta loop, as well as any "key down" events, etc.

    It will be a nightmare to modify an already existing...
  163. Replies
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    Views
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    Odd, it does for me: 2282622827 Make sure...

    Odd, it does for me:

    2282622827

    Make sure you run the .exe file and then check the folder, because running from the editor will create the file wherever the .mfa is saved.

    Edit:...
  164. Replies
    7
    Views
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    Try using Apppath$.

    Try using Apppath$.
  165. Replies
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    I don't have a lot of experience with Delta Time,...

    I don't have a lot of experience with Delta Time, but these old threads come to mind:

    https://community.clickteam.com/threads/51408-Advanced-techniques-in-MMF2...
  166. Something useful I felt I should mention: ...

    Something useful I felt I should mention:

    "Initial Direction" for objects in the frame editor isn't affected by any type of delay upon creation.

    If you have platforms with 1 pixel tall...
  167. Non-repeating random number + substring replace

    Dual purpose example!


    1: Get a random number from a pool, but not the same number you just got! (Sort of) (Requires String Tokenizer)

    Since my last example of this feature, I trimmed it down...
  168. give your player a value called "ladder" or...

    give your player a value called "ladder" or something similar.

    then use these two events:

    ladder value = 0
    +player is overlapping ladder
    --> set ladder value to 1
    --> change movement to 8...
  169. Seconded! Congrats Volnaiskra!

    Seconded! Congrats Volnaiskra!
  170. Nice! Hopefully you can update it though, because...

    Nice! Hopefully you can update it though, because I forgot something in my example that Schrodinger pointed out: The destruction delay.

    Simple to work around, but must be added, because the...
  171. I didn't know that :o I guess there's still a...

    I didn't know that :o

    I guess there's still a lot of quirks I need to figure out about Fusion.

    Feeling like my original example was kinda confusing, I made one as simple as possible. No...
  172. Now that you mention it, using "< >" is pointless...

    Now that you mention it, using "< >" is pointless in this situation, and leftover code from my original test! You don't need it at all in that example. You would need to clarify that the Fixed ID is...
  173. Replies
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    A quick way to get around this is to manually...

    A quick way to get around this is to manually create a separate animation direction to switch to instead of using the Angle function.

    That might be much more tedious with sprites than it is with...
  174. I personally broke down and made separate...

    I personally broke down and made separate hitboxes for anything that will be pushing/pushed (player/platforms/blocks etc). These are then created and the old instances destroyed each time anything...
  175. Choosing a Client Host will be preferable in most...

    Choosing a Client Host will be preferable in most scenarios. p2p should really only be used as a last resort, due to information being relayed between each client and thus having a high chance of...
  176. You already have a complete blitting engine using...

    You already have a complete blitting engine using a white character set, and you know how to skip undesirable characters out of the source text with Mid$ (thanks to the tutorial).

    -Make a new...
  177. I think if Netcode is implemented then it should...

    I think if Netcode is implemented then it should be Client Prediction/Server Reconciliation, or a p2p version of the same model, but with a shared lag compensation between the two if you can't make...
  178. Replies
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    Schrodinger, wouldn't it be the difference...

    Schrodinger, wouldn't it be the difference between the player's x position and the middle of the screen's x position, instead of just x player? Then you use your formula of getting the current...
  179. Replies
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    - Event editor: you can now negate Is Visible /...

    - Event editor: you can now negate Is Visible / Is Hidden / Is Flag On / Is Flag Off conditions, they are simply switched.
    - Event editor: the font and colors of the latest comment you've inserted...
  180. Replies
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    Err, instead of checking for "current value" of...

    Err, instead of checking for "current value" of Array.Options, you would instead check for a value at X,Y, and use Loopindex("Array Switch X") and Loopindex("Array Switch Y") in that third condition....
  181. Replies
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    It's pretty nifty. Could be used in...

    It's pretty nifty.

    Could be used in expressions too i.e

    >X = X + 1 * (Max(1 - Abs(value - 1), 0) + Max(1 - Abs(value - 5), 0))

    As a very simple example.
  182. Replies
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    That is a decent approach but you can trim things...

    That is a decent approach but you can trim things down:

    #Button (Button) clicked
    > Start loop "Array Switch X" 6 times

    # On loop "Array Switch X"
    > Start loop "Array Switch Y" 10 times

    #...
  183. Replies
    4
    Views
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    Using compare two general values, check if: ...

    Using compare two general values, check if:

    Max(1 - Abs(value - 1), 0) + Max(1 - Abs(value - 5), 0) = 1

    This works because of the formula: Max(1 - Abs(x - n), 0). If X = N it'll return 1,...
  184. "This isn't something clickteam could easily fix...

    "This isn't something clickteam could easily fix since running GC is extra computation, but what they could do is remove the object from the list of instances without freeing up its memory, but make...
  185. Replies
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    Views
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    Go to the resources section on the clickteam...

    Go to the resources section on the clickteam website and look for "The Great Work", by Nifflas. It has this feature. You can also download directly from his website.
  186. If you're using the 8 direction movement, the...

    If you're using the 8 direction movement, the opposite of your current direction will always be Dir("Object")+16.
  187. Replies
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    That's true Schrodinger. I just prefer to reset...

    That's true Schrodinger. I just prefer to reset the value instead of allowing it to infinitely build, I guess.
  188. I don't think it's your age or your learning...

    I don't think it's your age or your learning capacity at all.


    You're just a quitter.
  189. Replies
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    I got home and realized that Schrodinger's...

    I got home and realized that Schrodinger's example is probably using Sin() differently than I normally would, and that my method with the wrapping value probably wouldn't mesh (I haven't checked; if...
  190. Replies
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    Views
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    Just type "mod" in the expression editor. Your...

    Just type "mod" in the expression editor. Your expression would probably end up looking like this:

    (Value("Object)+1) Mod 360

    make sure to keep the "value+1" part in parentheses. I would make...
  191. Replies
    15
    Views
    1,792

    I would personally ditch using the actual Fusion...

    I would personally ditch using the actual Fusion Timer and instead opt for an alterable value that increases by 1 every frame and wraps at 360. You could easily set it to tick and wrap with an always...
  192. Replies
    7
    Views
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    An alterable value that acts as Z is the easiest...

    An alterable value that acts as Z is the easiest way. You determine the "ground" value (usually 0) for Z, then do all your gravity/jumping calculations. Then simply add Z to the Y position of your...
  193. Replies
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    Views
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    A [very] simple way to do this is with an active...

    A [very] simple way to do this is with an active object the size of your screen, with animation frames going through your different colors until black.
  194. Read my edit above; using "Compare two general...

    Read my edit above; using "Compare two general values" is most likely your issue.
  195. It should work using simply "if distance < x" for...

    It should work using simply "if distance < x" for every instance.

    At least it does on my end: 21535

    If you're using "Compare two general values" to compare distance, that's what broke your...
  196. Look into the MagicDeque extension.

    Look into the MagicDeque extension.
  197. Replies
    12
    Views
    2,176

    Here's an example: 21508 You probably won't...

    Here's an example: 21508

    You probably won't find a simpler/easier to understand program than Fusion out there. If you give up so easily you'll never make any progress no matter what you try,...
  198. Replies
    12
    Views
    2,176

    Forgot to add: make sure you use those formulas...

    Forgot to add: make sure you use those formulas in alterable values, instead of directly setting your position to them.

    I.E:

    start of frame
    --> set values xpos to x, value ypos to y

    [[your...
  199. Replies
    12
    Views
    2,176

    X = X+Cos(Angle)*Move Speed Y =...

    X = X+Cos(Angle)*Move Speed
    Y = Y-Sin(Angle)*Move Speed
  200. Replies
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    Views
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    I see what you're talking about; that's...

    I see what you're talking about; that's unfortunate. Here's an example that basically does the same thing: 21469
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