Then i'd try prototyping various ways of doing it. You can use PMO for multiple objects, it's just a matter of matching IDs correctly
Type: Posts; User: jn2002dk; Keyword(s):
Then i'd try prototyping various ways of doing it. You can use PMO for multiple objects, it's just a matter of matching IDs correctly
You could give each instance an alterable value called ID and do spread value ID 0 when you create them
Then you'd just go
if ID=0 then grab value1
I had a look at it and changed the events to use spread value in IDs instead of fixed value
Admittedly i'm not entirely sure what is supposed to happen but tell me if it's something like this...
I can't open your file because i'm running Fusion through a wineskin wrapper on macos and i'm not entirely sure how to manually install the ultimate fullscreen extension
If i had to guess what...
Still a bit rusty in Fusion but it does seem to work when creating both PMO and actives at runtime like so
Yup, static is the way to go for that
Yea, i know that feeling
Glad you got it working:)
Just a quick thought but what happens if you move the collision check loop part to the top so it's checked first?
Very dirty example of what i mean here
There is probably a much more elegant way of doing this but as i said, i'm a bit rusty
Anyway, it works but you need to have different names for the coin...
Yea, that was not a good suggestion since destroying the object will reset the flag. So i'm thinking instead of actually destroying the coin, you could use flags to set their visibility and position...
I don't see any reason why you couldn't make a tactical RPG in Fusion using only default extensions
One advice though, regarding what has already been mentioned about project size for a first...
Admittedly i'm a bit rusty in Fusion but if you're using a global object i'd try setting an alterable variable or flag on the coin when it's picked up by the player and then, at the start of the...
I have no idea then
Thanks for the welcome back:D
and thanks for that bit of code. That will come in handy for sure!
Yes, Fusion is king and Fusion 3 looks amazing!
Why not use the easing object?
I figured it out and as suspected it was due to my lack of trigonometry skills
In case anyone needs something similar i used this check
I'm working on a top down racer and i'm having some problems getting the ai cars moving the way i want them to
It's setup so they move from node to node, always targeting the next node....
Those GIFs are fantastic!
I too would happily pay for a tutorial from you, Sinclairian
Could be the animation hotspot is not set at the same place in every frame of your animation
I don't see why you couldn't do that right now
All google fonts are free to use for commercial projects
At present there are 708 fonts to choose from
All open source and free to use commercially
Couldn't you export it as a windows exe and then package it with wine bottler? It will add a couple of hundreds of megabytes to the filesize but it should work
The problem is you've used one big active to make all the platforms. In order for Fusion to detect collisions you need to construct each individual platform from one or several actives. These can be...
I assume the android exporter requires Java SDK? In which case i suspect it's the same issue i have with the Flash exporter. I haven't found a way to get Fusion to recognise the SDK in Crossover
I'm using Fusion on a mac via Crossover
I haven't tested performance thoroughly but my old late 2011 macbook pro has had no issues handling my golf game which has 8000 pixels wide frames using...
In this case compiling is when you make an exe or upload a playable HTML5 game etc. An end product we can play without having to open Fusion:)
Or you can use winebottler if you don't mind a couple of extra 100s of megabytes in filesize
Brilliant but i've come to expect nothing less from you Mr. Schrodinger
Purchased and congratulations on your release:)
The problem was with the hotspot, it should be placed in the center of the object. This solved the issue with the shotgun shell
However it doesn't solve the shotgun issue. That's because of the...
I've never used game-jolt so hopefully someone with experience with it can chime in
You could also scan your exe with VirusTotal and then make a false flag report with each AV vendor that flags it as malware. You would have to do this every time you update your games though
Quick and dirty example using only the PMO
Please ignore the Clickteam Movement Controller object if i forgot to remove it
I guess it depends on what type of movement you're using for your character
You might be able to do it by adding a physics movement to your player as a 2nd movement. Then, once you want to bounce...
I had a facepalm moment and realised that for some reason i had check the destroy if too far property at some point. Unchecking this fixed it. Sorry for inconvenience
In my golf game i have the ball active and part of the scenery in the same layer as i have events that uses overlap between them
The problem is that each time the ball hits one of these scenery...
Thanks a lot:)
I think i've got it now!
I didn't know that. That's a very handy tip
I'm trying to recreate movement like in the game Skiing yeti mountain
If you're not familiar with the game you can see what i mean here
Yes, it's a good tip and by the way that's also how it works in pretty much any decent graphics software
Same with squares
While it would be awesome to have access to qualifiers inside behaviours this work around makes it relatively simple to use them anyway
What i'm doing in the game i'm working on something like this
95% of the code is kept in the behaviour of an object
However, i need qualifiers because i'm adjusting various...
Any chance you could post the file?
Right click the square that's highlighted in the screenshot, the one in the column with the chessboard and chess piece on top
A menu will pop up, move the mouse pointer to the item named...
Yes to all of those
However, inventory would require some intermediate knowledge and multiplayer (i'm assuming that's what it's supposed to say) is advanced. If it is supposed to read multilayer...
In the attached example i set a string to the text of the edit box each time it changes
Then i compare the text in the string to the words that triggers the animations
Check out the screenshot below:)
It's a bit confusing because you set it in the Physics Engine object and not the individual actives but it's possible
What schrodinger said is correct, sadly there is no way to use qualifiers in behaviors
Another workaround is use an alterable value or string which is set to true or false in frame event when ever...
One thing to be aware of is that using circle as collision shape will cause friction not to work
Apparently that's just how it is in box2D
Anyway, first thing that comes to mind is that when...
Using Physics Ground object should do the trick but what sprites are you having trouble with? The wheels?
No, Avast will flag a lot of exe files, no matter how they are compiled, because of an overzealous heuristic scan engine
In my opinion it's more of a symptom of modern AVs constantly lagging far...
I've never tried the free version of Fusion so i don't know if you can download extensions to it
The vast majority of extensions will work in the standard version of Fusion, the paid one, but a...
Yes, you can create a FM game, match engine and everything in Fusion:)
You could make an active object that is the scroll bar knob (no idea what they're actually called:)), place it in the top of the frame in a layer above the content you want to scroll and then make an...
I haven't played CS Go but if the spinner is purely decorative i would probably make it as an animation in an external image editor capable of that, export that animation as separate frames and then...
You can create it all inside Fusion, no need to download anything else
However, i have to warn you that FM is very complex so if you haven't created any games before or had any programming...
Here is a tutorial on arrays by Snail On
This would be very nice
It's very easy to lose track of what flags do what as it is now
The flag was only used to set the SelectTurret = "none"
It was a clunky solution but that's what happens when it's quick and dirty;)
The revised version is much cleaner and straight forward
Do you mean the Multiple Touch object?
Also, if you could post an example file with the issue it would be very helpful:)
Have a look here
As far as i'm aware ads are exclusive to Fusion Developer version
As for the rest, you really need to read the Google documentation too
Awesome work as usual schrodinger:)
You don't need the developer version of Fusion to publish your game
As for the files - You'll need the apk file to publish on the Play store. This is the format for android apps. You will also...
Forgot to update comments to reflect this change
Cleaned it up a bit so it doesn't rely on flags anymore
Now it will deselect a turrent when a different one is selected
I have no experience with dynamically generated content but i can see how a level editor would be useful in that case
I think we were close to done anyway and it's a relevant topic because at some...
Just bump this thread or PM me if you need anything
As for schrodinger, what can i say except there are 2 kinds of Clickers
Those who love behaviors and those who love being...
It makes perfect sense and the reason it's confusing is because it was a quick and dirty example. In your specific case it was best to put the code relating to the turret inside the actual turret...
I use them for 2 reasons. First, the ability to reuse code rather than copy pasting events into each frame event list. If say 95% of your code was identical in every frame you could place all that...
No worries, as i said it's a very dirty solution;D
That's because the actual selection is happening in events inside the turret object, known as a behavior. Select the turret in the frame and...
That's extremely cool
I can't wait to see when it's finished:)
You can solve that using a local variable to give each instance of the turret a unique identifier and then set what ever event you want to trigger in the turret behavior
This is a very...
Glad you got it sorted:)
Two things you can try to tweak
Select the physics engine and then look for these
Setting a higher number will result in more precises calculation but at the expense of performance
Something like this?
Quick and very dirty example
It's great that you've found the tool to realize your dream
Looking forward to seeing your work:)
Does it work if you don't use custom margins?
The advantage of using behaviours is that you can reuse a lot of your code. As an example, in the golf game i'm working on i have the main game loop, which is almost all the code, in a behaviour in...
It's true ogg is a very efficient format so you made a good choice
So those clicks, well the mouse event doesn't handle fast clicks very well. I'm not sure what version of Fusion you have but if...
I just did a simple test by placing a counter and setting it to RRandom (65, 340) every 1 second
It works as expected which leads me to believe it's something else in your project
Just going to echo what Kentronisk said
I've found that converting to ogg solves this issue
One thing you should do with larger graphics is to make sure they are optimized by the power of 2
Try selecting development build instead of final build
That works for me. For some reason final build doesn't make the runtime.js file on my maschine
At least you got it sorted for now
Good luck with your release:)
Agreed this is a major issue but i'm not even sure what CT can do about it
It's a result of an overzealous heuristic scanner in Avast which comes up with numerous false positives. Of course, the...
Same for me as for advaith
You can set the hotspot when you import multiple frames which will save you some time if you already know where they should be
Sounds like you need to move the hotspot in the animation editor
See attached file
I downloaded your file, ran it inside Fusion, got the answer wrong 3 times and it advanced to the next frame when i clicked
That's what it's supposed to do right?
Works for me
I get no loading screens between frames but my frames aren't that big
Quick and very dirty example using the multi touch object
Just in case someone encounters the same issue, here is what i did
Since it's impossible to make a proper small sized circle in bitmap friction will mess up it's rotation but it turns out i could...
I'd love to see this for bugs as well
It would be nice to know that it has been noticed even if they say it's not possible to solve at the moment
Oh yes, please
It such a feature exists it would save so much time
Yes, you're right
I tested with larger balls with higher resolution and it works much better
My game needs a small ball though. I wonder why the friction doesn't work at all if i set the...
But that example illustrates the issues i'm running into here
Friction doesn't work unless you switch the collision shape to First image instead of Circle and once you do that they...
I'm having a couple of issues with physics here, both when i try with physics static movement and physics bouncing ball movement
The first one is that if i use friction my ball seems to bump along...
Couldn't you place the image in a separate layer and then delete it before building the final version?
In addition to Bertard's good advice Clickteam has a tutorial section on their website which includes several small games
The 2 actions that moves the active
If you edit those you'll be taken through the easing object settings where you can chose different curves, whether it should ease in and/or out, how many...
Did you try tweaking the settings?
This is the column you want
Here is a quick and dirty example using the easing object
I just checked and the easing object works with all exporters
As for the input, multitouch works on PC (It registers as a mouse click too), IOS, Android and HTML5 so you'd just have to make a...
I think i had a similar problem a while back
I believe i solved it using a flag
On mouse click
- if flag 0 is on
What's the licensing on stems like?
Doesn't the easing object work in IOS?
That could help a lot with smooth movement and i believe it also has some sort of bounce back feature
If you use the multitouch object it will work both...
Thanks for the reply
I'm very glad i don't have to redesign my game:)
I just realised that i forgot to make a bug report for the Flash exporter
Should i make a separate bug report for that?
Bumping this because i'd really like to know whether it's working as intended or a bug since it's the difference between completely redesign my game or simply wait for a patch
I've made a bug...
So i've made a separate example to show what doesn't work
Just click the left mouse button to move the ball in the mouse pointer direction
Now if you test it inside Fusion it works as...
I took a look at it but i can't seem to figure it out either
I cant seem to get this right
Still working on my golf game and i have a game breaking issue when i try to port it to Flash and HTML5
I have made a snow course where the ball should be still...
I don't know, sorry. I've never used the Quiz object, it was just a thought:)
As for why the app is not showing, does it show if you put it outside the div tag?
Sorry for the late reply, looks like you were in good hands though thanks to lh37
As far as i know it's not possible to make an iframe control the parent windows except for passing data
Use an alterable value to keep track of which jump he is at
So at the start of the frame set this JumpValue to 0 and then do something like this
When player is grounded set JumpValue = 0
Alternatively you could insert comments to remind you which actives have behaviours attached
Just move the distance check to a behaviour in Object B and you can check for as many as you want
Is it something like this you're looking for?
Start by optimising everything you can
Make images follow power of 2. See here for info
Slice large images into smaller ones
Do you have large and long animations? Try to reduce the number of...
Not as far as i know
It's all raster so you will have to convert it before importing and you wont be able to scale up without loosing quality
Thanks from me as well
This is looks very interesting
As far as i know Windows SmartScreen decides if you're unknown or known by comparing your exe with a list of clean files often downloaded by other users so until you gain lots of downloads it's...
I've posted a bug report and included an example mfa
Here it is in case someone else is interested
I see it's in beta. Are there any risks to installing that over my stable version or can they exist side by side?
I have backups of my projects so i'm thinking more of system settings...
I'm trying to port my golf game to flash or html5 and i've encountered something weird in html5
It's a 2d sidescrolling game and the background is made of tiles which are 480x480
So i'm trying to decide if i'm porting my game to flash or html5 and i'm having an issue
It's a golf game and it relies heavily on overlapping events to set deceleration depending on if the ball...
That's because when you create ships randomly you still only have one flame
When i ran your example file the flame worked on a given ship until a new one was created, then it would jump to that...
The problem is you only had 1 flame and lots of ships
I'm sure there is a smart way of coding it but here is my take on it
I just edited the sprites in an external image editor where i put the...
Happy to help
It does have a bit of a learning curve if you expect something similar to most graphics and animation packages but once you get the hang of it, it's very flexible and you can do some...
I'm using the brilliant TimelineFX to create particles and since it can export them as both spritesheets and png sequences it's extremely simple to import them
Question 1 Yes, it just means that if you don't own the full HTML5 exporter you'll have access to the limited HTML5 exporter when you buy Fusion 2.5 standard version. There are no limitations if you...
I haven't tried it so i'm just guessing here but how about using a timer to start the loop on a different channel before the intro ends? Maybe that could eliminate the gap
I've decided it would be fun to have other, themed, courses so now i'm nowhere close to finishing at lol
Slightly better quality gameplay video
Would love to see it on GOG
Will it be Steam only?
I have 18 frames which are all cloned from the the first one. I have added some events to them but not at the start of the frame event which is where i'm having issues
In 2 of the cloned frames...
Congratulations and well done on getting on so many big portals
As i'm getting closer to finish it i thought i'd make a small trailer
It started out just because i wanted to actually make something instead of...
Any chance you could post an example file?
I edited the post above with an explanation of what's going on:)
You have to edit each of your 9 actions to play your own samples. I just used the same sample for all 9 but since you have different sounds, put each in one of the 9 events
Here is the fixed version
Here is a basic example, sounds not included, so you have to replace the play sample actions in each of the events that starts with
if SoundSelect = 1-9
Then it should work
Not sure if it's the most efficient way but i would make a group of events which is activated every time the button is clicked
Then, in the group activation event, set an alterable value to a...
In the application properties, select play sounds over frames
Make sure you've optimized all you can
Slice large backdrops, compress audio as much as possible while still maintaining an acceptable quality, cut some animation frames, try ogg instead of wav or...
Use play sample instead. Music is for midi files only
Also, put it in the start of frame event rather than an always event. You can set it to loop indefinitely or as many times as you'd like
I'm sure there are much more efficient ways to do this but how about covering each room with a black square and then set it to visible if the player isn't overlapping it and invisible is he is?
In that case maybe you could check the position of each customer when they hit a collider and if they're a pixel off you could position them in the right place before rotating them
No idea about how to use the same path on different actives but for a workaround the first thing that comes to mind is something like this
In case anyone else is interested, my tests so far indicates that using physics ground instead of actives as colliders uses slightly more RAM
I'm not quite sure what the randomize answers part means but surely you could store all the information you need in an array and load it from there
If we're talking a normal race track couldn't you just add range checks for the enemies and fire if within range?
If you're talking open levels like in Twisted Metal i'm not sure, maybe look into...
No one knows?
I was wondering if anyone knows what uses most resources - using physics ground or actives as colliders?
So far i've been using actives where i could and physics ground for tricky places but if i...
It is just a false positive. It is very common with heuristic scanners
Once you have made a final build, you could contact the antivirus companies that flags it and let them know their mistake
So i'm trying to make a golf game and i'm stumped on how to position the ball relative to the hole when it enters the green
Any help is much appreciated:)
So it's an issue on my end then. Ah well, i can move on knowing it will work so thank you very much for testing it!:)
Hmmm maybe a cache issue on dropbox
I'll upload it somewhere else
Thanks for looking at it:)
Link should work now
So i've made this small application, which i'd like to use in a game, where you can move forward and rotate while shooting in the direction you're facing
This works so far but if i'm turning left...
Now i have an idea on how to handle this
Thank you so much both of you and everyone else who helped! :D
I think you're right and UltimateWalrus mentioned something similar
I just need to wrap my head around how to handle purchasing new items without having a crazy amount of events for each item. Say...
It's going to end up adding a lot more than 1 point/second
One of the appealing things of a cookie clicker is the crazy large numbers you'll get eventually but i'll try and see if i can tune it...
There are so many objects it would be next to impossible to make a list (unless one exists i don't know about) but in general some objects works on all platforms, some work on some platforms and some...
Mostly because i add value every second so it adds up fast and the minimum to add is 1 through both clicks and passives. I was thinking of using floats instead though, that would give me a lot more...
First of all, thank you for helping:)
If i do it like this then how would i handle purchasing something?
Lets say the player has 5 billion 345000 points and he wants to buy an item that costs 2...
Ok, i could really use some input here on how to go about this
I've set it up now so i have a counter and a string for each item. The string starts as thousands and then once the counter hits...
Yea that's what i'll be doing i think
I made a quick prototype where once the counter hits 1000 a string is set to the next of thousands, millions etc. and then divide the number by 1000. Then i...
It's windows only for now but i'd like to have the option to port it down the road so a windows only solution isn't ideal
I guess i have to think of a way of faking the numbers
I'm making a cookie clicker style game which will obviously end up with very large numbers
In my prototype i'm already running into the limits for an integer
Any tips on how to get around this?...
I'm using the data & time object as a stopwatch and i'd like to store the final time as a decimal number so i can use it for a high score table. Like 20.48 seconds. How do i make the...
Cool, i'll try this
For some reason my player object can move through platforms from the side when using PMO
It works as expected when the collision is on top or bottom of the object but not from the side
The platform movement object will let you do what you want
Not sure how to fix the hi score as i haven't tried to do a highscore table yet
I'm not at my pc right now so i can't check but maybe it's possible if you attach the enemy to an invisible object and move that instead so the enemy is free to rotate without affecting it's movement
Great news FVivolo
I can't wait:)
Yes, it's sadly very unreliable
For now, i'm staying clear of box2d in my android games while waiting for a fix
That did it, got my voucher
Thank you very much for the help Jeff
Will do, thanks
It's now been 10 days since i sent an upgrade request
Should i assume it got lost somewhere?
I made a thread about it a week ago, attached a sample and they said they'd look into it
No, you don't have to root your device to build and run
I'd rather not pay for a call from Denmark to UK if i can:)
I was hoping for a direct email or something but i guess i'll have to wait it out though. Is waiting 7 days on a reply normal? It seems...
I'm in Denmark but i could only find one upgrade discount form on the clickteam website
Is there any other way to get in touch with them?
Thanks for your help
No, only on the computer
Did you check the device manager to see if the driver is installed and working?
I recently bought Fusion 2.5 but soon realized i'm going to need the developer version
If it's possible i'd like to have the cost of Fusion 2.5 subtracted from the price of the developer...
There is a universal usb driver you can try, it works with most devices
On PC it's working as intended but on my phone it seems the physics act differently