Clickteam Fusion 2.5

Clickteam Fusion 2.5

TDSE [NoAI] 1.01
17 Comments
Zethell  [author] 9 Oct, 2024 @ 2:11pm 
No more updates in these comments, just to avoid further comment spam.
Updates are done on Discord ( https://discord.gg/PCFVVCtdMF ).
Where I sit alone because no one cares or knows about this project.
Zethell  [author] 29 Sep, 2024 @ 11:43pm 
TDSE Development Discord Server: https://discord.gg/PCFVVCtdMF
For anyone interested in the project.
Zethell  [author] 29 Sep, 2024 @ 11:23pm 
Update 24/09/30 [Progress on Online Multiplayer Version]
* EnemyPlayer Shotgun spread is now the same as Player Shotgun spread.
* Fixed some various bugs and cleaned stuff up.
* Worked a bit more on the level lighting.
* Went through about half of the comments, updated and cleaned them up.

Project is almost 300 lines now (Events/Groups/Comments).
I wanted to keep this simple, but I guess not.

Went through some iterations of the scoreboard sorting & syncing in my head,
and I believe I've settled on a method. I will fully implement it next.

Future Plans~
I'm planning on adding more weapons, including a Pistol as the starting weapon.
With the rest of the weapons potentially being pick-ups in the world at set spawn points.

So far I have the AK-47 and the Double Barrel Shotgun from TDSE 1.1.
I'm also planning on adding Dual SMG's (one in each hand) and a long range, single shot rifle.
So 5 weapons in total for this example at least. (Pistol, Dual-SMG, AK, Shotgun, Rifle)
Zethell  [author] 28 Sep, 2024 @ 11:34pm 
Update 24/09/29 [Progress on Online Multiplayer Version]
* Kill feed added, it now shows the last three kills in the upper right corner. (player killed player)
* Player data added for Kills, Deaths, KD, Shots Fired, Shots Hit & Accuracy Percentage.
* KD & Accuracy is calculated, will add to scoreboard later.
* Shotgun is synced better now, the bullet spread is still not the same though.

Server
* Added Discord Webhook support to automatically update a discord server with the server online/offline status. So far this only works with my own Discord Webhook, but I will update it so you can enter your own Webhook URL before server release.

Next Update
Started work on the Scoreboard, so far it keeps tracks of your kills but doesn't update for other players yet. Once done it will keep track of Kills, Deaths, K/D ratio and %Accuracy%.
Zethell  [author] 22 Sep, 2024 @ 8:26am 
Update 24/09/22 [Progress on Online Multiplayer Version]
* Shooting is done. Only the players bullet hits are synced.
* Enemy player fire is cosmetic but pretty accurate.
* Other players can be killed.
* AK-47 works, and so does the Shotgun. However, the cosmetic enemy fire for the shotgun is bugging out. Working on it. (it either refuses to fire 5 pellets, or they are perfectly stacked together. Debugging required.)

Other Stuff
* Fixed the date in the last update, "06/09/30", wtf? I must have been really tired after working on that one.


Adding a scoreboard with K/D, as well as a kill log in the upper right corner next.
Zethell  [author] 22 Sep, 2024 @ 8:20am 
Update 24/09/06 [Progress on Online Multiplayer Version]
* Server List can now be refreshed.
* Other players are now spawned on joining the match.
* Other players are now removed on leaving the match.
* Player Movement synced.
* Player Angle is synced.
* Player Weapon is synced.
* Player Weapon Side is synced.

Considering ways of syncing the shooting.
Whether I should sync every bullet, or fake it by only syncing local hits.
Syncing local hits could cause obvious "desyncs" in bullets you thought you avoided.
Will test both methods. :haveasmoke: Eventually..
Zethell  [author] 30 Aug, 2024 @ 1:13pm 
Update 24/08/30 [Progress on Online Multiplayer Version]
* Player is now spawned when the match starts.
* Player now has a health bar and may experience death.
* 8 Spawn points added to Deathmatch/Free For All.
* Respawning on Death added, randomized spawnpoints.
* Changed or fixed a lot of UI elements to a more finalized state.
* Added more to the first map. (I would say it's roughly 75% finished)

May have missed some stuff that I added or changed here and there.
I really have to get better at keeping track of the changes I make to projects.

Other Stuff
* Commissioned/Requested some title screen artwork from Owl , an amazing artist.
Zethell  [author] 29 Aug, 2024 @ 12:38pm 
Update 2024-08-29
Progress on Online Multiplayer Version, not finalized.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3320312037
Zethell  [author] 20 Aug, 2024 @ 11:29pm 
Thing that are guaranteed, done and working for next version:
* Added Lighting system (simple subtractive lighting) for lighting up the world and other lighting effects. No shadows though.
* Advanced Camera System to smoothly follow the player, as well as zooming forward at a clamped distance when holding right click. Utilizing the Vector Math Object.
* Flipping between left handed and right handed weapon positions on the fly by pressing spacebar. (easier to shoot around all corners)
* Simple world triggers for lighting up rooms when you enter them, as well as hiding rooms that you are not in. Adds a feeling of the unknown to the world, kind of horror style exploration.
Zethell  [author] 17 Aug, 2024 @ 4:10pm 
Also improving some of the events and a lot of the commenting, some areas were lacking, and some areas could be better.
Zethell  [author] 17 Aug, 2024 @ 3:18pm 
-> Considering <- adding a 1.1 version soon with added online multiplayer.
Deathmatch game mode definitely, perhaps team deathmatch as well if I find the energy.

Will be pretty simple stuff and commented just like the rest.
Zethell  [author] 26 Jul, 2019 @ 1:09am 
Oh damn, I actually never noticed this setting, thanks a lot! I'm gonna play around with that for a while.
Zethell  [author] 26 Jul, 2019 @ 1:07am 
Wait, you can increase the object limit in CF2.5? If so, how?
Durdge-o 26 Jul, 2019 @ 1:06am 
You could just crank up the object limit for the individual frames like I did, It's damn near impossible to get it fully optimized at times. So it's nice to have the backup in-case your optimization falls through, I still have the optimization in place though.

Good luck with your project!
Zethell  [author] 26 Jul, 2019 @ 1:03am 
Yeah, I got sight working, and I also got sound working. It's just the nasty fine tuning work, and patrol patterns left to do.

I also have to optimize it, as CF2.5 is limited to 1000 objects at a time, so you have to do everything very efficiently.
Durdge-o 26 Jul, 2019 @ 12:57am 
Really nice engine, I'd reccomend checking out a really good enemy Sight AI example by Decal. I use it for my current project and it'd probably help you out. As for sounds, just spawn some sort of "Sound" active object everytime a sound is made, with a bigger size depending on how loud. If the enemy collides with it then it'll turn it's attention to the player if they aren't behind a wall (which can be done using LOS lines).
Zethell  [author] 24 Jul, 2019 @ 1:29pm 
Really wish Clickteam's workshop tool would let me update a current workshop item instead of re-uploading new ones all the time. But I guess not, here we go. Let's flood the workshop with re-uploads every time there's an update.