Fusion will create an enemy object, a health bar and give the Bsoldier1 object a random starting position. So now we have the foundation in, let's add upon it. We need to stipulate 64 for both X/Y as we want it created INSIDE the frame area, we do not want the enemy to leave the frame area so we set a minimum boundary and that's 64 in this instance. Hover over to the Bsoldier1 and right-click (Position > Set Y Co-ordinate) and set it to 64+(Random(400). Once you have clicked OK, do the same again for the Y co-ordinate. Once you have done that, in the same event, hover over to the Bsoldier1 slot and right-click (Position > Set X Co-ordinate) and put in “64+Random(575)” Do the same above method with the counter object. Now, in the same event, hover back to the Create Object and right-click to create a counter object. So let's first of all, create a condition “User presses Space bar” create a Bsoldier1 and then give him a random starting position in the frame.Ĭlick on the Bsoldier1 in the Create Object dialog and select 0,0 position on Layer 1.Ĭlick OK. At the same time, we will create the enemy his own unique health bar which will stay with him where-ever he goes. Let's imagine when we press Spacebar, we create an enemy and position him randomly on the screen. Once you are in the event editor, we need to create some simple events. This is where we now jump into the Event Editor and make the magic happen. So if you run your application now, you will see absolutely nothing happens, not even a single enemy on the screen. We have our enemy character, our health bar and the correct properties and values setup. Let's also give our enemy some movement, we will assign the Bouncing Ball Movement with a speed of 15. Click on the Bsoldier1 object, in its properties click on the Alterable Value tab and click 'New' under Alterable Values, when it inserts Alterable Value A, double-click on the label 'Alterable Value A' and rename it to 'health'. This is going to be the 'health' value of the enemy. We need to give our Bsoldier1 object a new alterable value. Now, change the TYPE of the counter object to Horizontal Bar, Click on the Color tab and select Green. Once you have inserted a counter object, you need to also uncheck 'Create At Start' for the properties of the counter object too. Once this is done, click on the File Menu (Insert > Insert New Object) and let's insert a counter object. First of all, we need to uncheck 'Create At Start' as with Parent-Child objects, we need to manually create them via the event editor. Now, click on the Bsoldier 1 as we have to change some properties of this object. You should now see the soldier inside our frame like so Locate the 'Bsoldier 1' object inside Local Library > Games > Army.ĭrag the 'Bsoldier 1' anywhere onto the playarea. So go ahead and create a new application. You should use normal visual scripting though, as it's updated, has features.First off, we need to setup our playarea. That's why extensions are developed on C++, in terms of Lua it is a language that can easily be integrated with C++ so it was possible to develop a Lua extension for Fusion Lua is a 3rd part extension, Clickteam didn't develop itīut just for the sake of knowledge: Fusion 2.5 converts it's visual scripting to C++ at runtime as the whole engine is written fully on C++ Though there is the Lua extension if you really want to use coding These parameters can hold retrieved data too, it's basically all done with clicksĮverything in Fusion can be done by clicking, hens the name of the engine :p They can retrieve information from an object or do calculations, again all controlled by mouse as you still can retrieve any info from any object by clicking it and choosing the expression you want to useĪ lot of extensions have parameters (the ones with >bla bla bla< ) you can cycle between them via TAB or a small button on the top of the expression editor You probably know these stuff already, but Expressions are a bit different as they can be used in actions and even conditions Originally posted by Mustafa:No, Fusion is fully visual scripting, meaning everything is controlled by mouseįusion works on a set of events, events can contain:
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