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Thread: Create By Name

  1. #1
    Clickteam Clickteam
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    Create By Name

    [size:17pt]Create By Name[/size]

    Note: Requires at least build 252
    Note: Does not yet work for Unicode

    Download "Create By Name" extension

    Create objects and backdrops based on their name (string expression) instead of using an object selector.
    Perfect for level editors and other more advanced or dynamic games/applications.

    Runtime support (so far): Windows
    More runtime support soon!

  2. #2
    Clickteam Clickteam
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    Re: Create By Name

    Special note about the 'Create backdrop by name' feature:
    It appears that the obstacle setting doesn't always have an effect. You must set the obstacle setting in the original backdrop object to whatever obstacle mode you wish.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module

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    Since Andos has not done so, I just wanted to alert people that this extension has been updated to work with HWA!

    This has cut my level editor code down by about 75%, and made it wonderfully easy to add/remove objects from it. One of the most useful extensions ever.

  4. #4
    Clickteam Clickteam
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    Can now confirm BUILD R254 Beta 2 doesn't work with HWA (DX9 Specifically).

    In standard runtime if I create an object like this:
    treetype = 1#0#0
    Create (tree+Str$(treetype)), 0,0 (Layer: 1 - Being Layer 2 (0-based)) > it creates the active called 'tree1' at 0,0.

    Same code in HWA (DirectX 9):
    treetype = 1#0#0
    Create (tree+Str$(treetype)), 0,0 (Layer: 1 - Being Layer 2 (0-based)) > it does absolutely nothing.
    Want to learn Clickteam Fusion 2.5?




  5. #5
    Clicker Multimedia Fusion 2SWF Export Module

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    Does 'tree1' happen to be a backdrop in that code, instead of an active object?

  6. #6
    Clickteam Clickteam
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    PixelTheif, tree1 is an active object. My engine creates numerous tree1 actives then pastes them as background > destroy. This works fine in standard however in dx9 not at all. I also tried creating a backdrop instead of an active and I got a ditto.
    Want to learn Clickteam Fusion 2.5?




  7. #7
    Clickteam Clickteam
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    Does paste to background even work in HWA? I didn't know, if it does.
    Working as fast as I can on Fusion 3

  8. #8
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
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    It does but there's no background like the regular. So it's the same as adding a backdrop, iirc.

  9. #9
    Clicker Multimedia Fusion 2SWF Export Module

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    In HWA, backdrops are handled much more differently than in MMF2. If you test to see if the tree1 objects themselves are being created, you'll probably find that they are, but simply not pasting properly. Thats the first thing to test- if theyre not being made at all, then its the Create By Name extension acting up. But in HWA, backdrops can go all wonky if not created on the 1stmost layer, especially once you try testing the collision map

  10. #10
    Clickteam Clickteam
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    I was already aware of the different routine involved between standard and HWA, however, as I pointed out it still doesn't work.

    I confirmed it is the 'Create By Name' extension because when I change to standard 'Create Object' and use the exact same action it works in HWA perfectly fine, when using CBN object it doesn't in HWA but works perfectly in Standard. I am assuming this is handy to fix because I develop quite a few games in HWA for the visual effects however it would suck majorly if I created a level editor complete with a one frame engine that wouldn't work because of this.

    The CBN object is an absolute godsend when it comes to speeding up developing and rendering of objects and qualifiers.
    Want to learn Clickteam Fusion 2.5?




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