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Layer oject extention tutorial in clickteam fusion 2.5
Layer oject extention tutorial in clickteam fusion 2.5











layer oject extention tutorial in clickteam fusion 2.5
  1. #Layer oject extention tutorial in clickteam fusion 2.5 how to
  2. #Layer oject extention tutorial in clickteam fusion 2.5 android
  3. #Layer oject extention tutorial in clickteam fusion 2.5 code

Here's the problem: now the other light sources get destroyed if I fire more than one laser.

  • if Alt A 0 and Alt A fixed value of laser, destroy light source.
  • Now when the laser hits an enemy, it gets destroyed, so the lighting source needs to be destroyed too:
  • At the same time as it changes its Alt A, it moves to the lighting-effect layer.
  • when the light source is overlapping the laser, it puts the "fixed value" of the laser into its Alterable Value A.
  • the laser and the light source are both created at the player character's action point, headed the same direction with the same movement.
  • Where I'm at right now (simplified a bit because my program is janky):
  • I created a layer that's all white, where the light patches are black circles and ovals, and I set the layer effect to "subtract".
  • #Layer oject extention tutorial in clickteam fusion 2.5 how to

    In all these instances, I probably need better thinking about how to tie the light source to the object it is stemming from, but with the lasers in particular I am struggling. Hey! I'm creating a room in my game that's completely dark except for some light around the player character, some light around enemies, and some light around the lasers you shoot. Just to cover all the bases I also tried with Fine Detection both on and off.

    #Layer oject extention tutorial in clickteam fusion 2.5 code

    I check the code and the actives - It's the exact same set up for both the tests and the application for the actual game. The weird thing is that when I go back to older applications that have worked, they still do. I've done this on 3 different applications that I've set up to specifically test collision to see if it was just the application that was messed u8p, but no- all 3 have consistently failed collision testing. I've tried it with both being physics actives, and also deleting both and restarting with new actives. What happens is the player can enter the wall, but the gets shot back like a slingshot instead of- well, actually stopping. The code is just >collision between Player and Wall - Stop Player<. Usually this works, and has been my go to for the past 2 years.

    layer oject extention tutorial in clickteam fusion 2.5

    I've got a physics engine active, 1 player controlled active set on either physics static movement or 8 directions movement, and a secondary, usually regular static active for a wall or similar. What happens is my collision test code is as I normally write it. This has happened a few times before now and has been easily fixable, but now it's every. Something's going on with my Clickteam fusion currently.

    #Layer oject extention tutorial in clickteam fusion 2.5 android

    I installed Android Studio, copied the Android SDK folder, copied the JRE location for the Java folder, but still nothing. Run with -info or -debug option to get more log output. Run with -stacktrace option to get the stack trace. > No version of NDK matched the requested version 669. > Task :app:stripDebugDebugSymbols FAILEDĮxecution failed for task ':app:stripDebugDebugSymbols'. Note: Recompile with -Xlint:unchecked for details. Note: Some input files use unchecked or unsafe operations. Note: Recompile with -Xlint:deprecation for details. Note: Some input files use or override a deprecated API. > Task :app:processDebugJavaRes NO-SOURCE

    layer oject extention tutorial in clickteam fusion 2.5

    > Task :app:generateDebugAssets UP-TO-DATE > Task :app:compileDebugShaders NO-SOURCE

    layer oject extention tutorial in clickteam fusion 2.5

    > Task :app:compileDebugRenderscript NO-SOURCE It has been removed from the current version of the Android Gradle plugin. WARNING: The option 'eDeprecatedNdk' is deprecated. Beware, all the objects contained in the layer are destroyed at the same time.I have followed all the steps and can't figure out why it keeps failing. This miniature shows the content of the layer.ĭeletes the selected layer from the list. Very handy when you have a complex frame with loads of objects. This button locks all the objects of the layer: they become non selectable. You can only hide the objects of the non-selected layers. This button enables or disables the display of all the objects contained in the layer. Lets see in detail the buttons contained in the layer toolbar: If you load an application made with a previous version of Clickteam Fusion 2.5 or with The Games Factory, you will find all your objects in the first layer. To create a layer, you first have to open the layer toolbar : choose the "View / Toolbars / Layers toolbar" in the main menu and the layers toolbar should appear on the right of your window.Īs a default, Clickteam Fusion 2.5 creates one layer in which all the objects go.













    Layer oject extention tutorial in clickteam fusion 2.5