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May I have a question regarding the function of it? How does one apply this feature to their work? Can we select specific folders we want to slow down, or do we have to select objects out separately if we want to slow them down? I'm asking this, because I'm trying to create a pause menu for my project without having to resort to using sub applications.
So in short, how do we apply the extention in general?

Ok, built-in movements (most of them) and animations are handled automatically by Movement Timer (Fusion's DeltaTime), so if you "pause" them by setting the coef to 0 or something, and you needed other objects or animations to play, you would need to have a custom system in place, something not tied to deltatime (at least not the extension's one).
DeltaTime for custom movements, custom timers, etc, is easy, all you need to do is to multiply any addition or subtraction by deltatime, and if that value was just 1, you can replace the one entirely by deltatime.
The idea of using this for a pause system is certainly an intriguing one, and I've thought about it as well.
Here's a great guide I've helped a while ago: https://gamejolt.com/p/guide-deltatime-yqhsba5q
That should hint you on how to use DeltaTime in general, and if needed, you can implement secundary deltatimes, not affected by Fusion Movement Timer, meaning they could run independently, so for example, lets suppose you "pause" built-in movements and animations by setting the coef to 0, then for the pause menu stuff, you could use a custom deltatime, detached to the Movement Timer, this way it wouldn't be affected whatever changes you made to the "time speed". But if you want to keep things simple, you can skip deltatime entirely for elements that wouldn't be paused, but I don't recommend as usually when you use deltatime, it is desirable to either have a unlocked framerate (framerate 1000, vsync off), or use the maximum framerate the monitor can display (this is safer btw, framerate 1000, vsync on).
Events are not tied to deltatime, but there are ways of making what people call a "fixed deltatime", updates on the same pace, no matter the framerate.

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Ah I see, thank you very much for your answer! It did make some things more clear.

There is another thing I'm intrigued to hear about, and that's the speed change concept of the extension. It was mention that it can speed things up as well, does that mean that the regular animation speed can go beyond it's 100% cap, or is it solely making already existing things work easier?

Yes, you can have things run above 100% speed.
Basically Fusion already let you set the Movement Timer in the each Frame properties, they are 60 (to match 60fps speed) by default.
The extension allows you to not only set that during gameplay but also get the deltatime so you can integrate more stuff to it.
Here's a video of an engine I've made using the extension, and you can see I testing the time speed.

Hah, I'm sold. This is wonderul work, I'm looking forward to trying it out. 

Thank you for putting up with the many questions I had hahah

I'm glad you asked, thank you for your purchase, enjoy it!

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!

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For the 296 build, of course, please!

Thank you for creating this objec, NaitorStudios ! :D

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.