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nice! this looks very interesting. :D
does this work with physics objects? (physics platformer and etc)

how does it work exactly? does it affect ALL objects or is it those that use movement timers? 

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Thank you for your interest, that's a good question!

Basically, built-in Fusion movements and the animation system makes use of Movement Timer, which is Clickteam's equivalent of DeltaTime, but only used internally.

The only control you have over Movement Timer without the extension is to set the desired framerate speed in Frame Properties, and that can't be changed during runtime, only within the properties. 

The extension changes that, it not only gives you the deltatime value as an expression, but also allow you to dynamically control the Movement Control framerate in real time. Meaning you can speed up or slow down time.

Note that this doesn't affect the frequency events run, which is tied to actual framerate.

With the deltatime expression (or "Movement Timer Coefficient") you can implement deltatime to your own custom movements, without any extra calculations.

As for Physics movements, I've been working closely to Clickteam to get them working in build 296, and if you really need it, I can send it to you. But it may need a bit more work since I heard from a beta tester that there is one scenario where it needs improvement (if I remember well, it's related to applying linear velocity).

Still, this is a great extension to have on your toolset, specially since I've ported it to all runtimes I could, so anyone can enjoy it!

Is there somewhere I can contact the creator?

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Sure, ClickConverse discord server, or here...

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Ok this might be very handy! Great extension. Are you a freelance developer (in clickteam fusion) - I´d maybe have some tasks I can´t handle. Let me know please (I followed you on twitter as well btw ^^)

 

Yes, I am!
You can contact me on my discord (naitorstudios).

Awesome. I have sent you a friend request

Nice job ! Is this extension supplied with an MFA example?

Thank you!

Yes, it comes with the example mfa from the video, but it's fairly easy to use, I've also included documentation for it. Greatest part is that I did my best to port it to all exporters, only missing Mac because there's no SDK for that. (But I'll talk with Clickteam about it!)

If you have any more suggestions of examples, please let me know.

Tested and approved! Thx ;)

Thank you so much for your feedback!

I've worked with Clickteam to make sure Pinball movement had a proper implementation of Movement Timer on gravity, and I've already sent to them a implementation for Physics movements as well, which should be available on build 296 of Fusion, so you can look forward to that working flawlessly with the extension!

Wow great, it would be even crazier if it worked with the platformer object ;)

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Then you're going to love my next project, I'm working on a highly improved version of PMO, first thing added was Movement Timer support!

It has many other features, like jump input buffer, coyote time, aerial jumps, automatic animations, hitbox pairing and more!

If that interests you, please consider joining my Patreon/Ko-Fi, since that funds my projects, and test builds will be soon on early access there.