Say I write some data in an array (which is setup like an excel spreadsheet of cells with rows and columns). If you ever get into level editors, fast loops are immensely helpful. Then you can use the helpful nature of fast loops to check for collision during every pixel of the 3 pixel movement. So if you run a fast loop 3 times when moving, the player moves at a rate of 3 pixels. Instead of changing the movement increment to increase the player speed, you change the number of loops the fast loop runs for. Any more and you could be accidentally moving through walls. You always want to move your character 1 pixel at a time with fast loops. So since you only see the end result after the fast loop is over, it looks like the player smoothly collided into the wall, when in reality they moved into the wall, then moved out of it before the game screen updated. If they are, then you move them back 1 pixel in the direction they came from. The reason is because you move your character 1 pixel at a time, and after each pixel moved you check to see if the player is overlapping an obstacle. You said in your post that fast loops can be used for perfect collision. In this case, there's no sense to use a fast loop, but in other cases you want to trigger code while the game is paused so it's updated all at once. So you're probably wondering what's the point in using a fast loop if you could have just set the counter to 10. The program did add +1 to the counter one a time, but you only see the final outcome. You don't see the counter increment +1 at a time due to the screen only updating when the fast loop is over. If you ran the program, you would see that when the fast loop starts, the counter instantly changes to 10. On loop "count", you add +1 to a counter. The most basic idea to illustrate how the fast loop works: So say you start a fast loop called "count" 10 times. Depending on what you are trying to do in your game (tons of intensive calculations) or the export type (mobile vs PC) it could affect how quickly they run. You can run hundreds of fast loops basically instantly without slowdown. Fast loops are very fast (as implied by their name). The game screen does not get updated until the fast loops are over. The most important idea of fast loops is that it pauses your game, runs the fast loop code as many times as you specified, then resumes your game from where it left off. Then it will trigger that code, and it will repeat reading your code as many times as you said you wanted the fast loop to run. When a fast loop is triggered, it will scan your entire frame's code and will only look for lines of code that start with the "on loop" condition and the name of your fast loop. Finally you can use the "on loop" condition to call it when the fast loop runs. Then you specify how many times you want to run that fast loop. You start by creating a fast loop and giving it a name. Read this tutorial to try and understand the basics of fast loops. There's tons of uses for them which make them very handy. Report abuse via the Message the Mods feature! People with the 'Clickteam Logo' Flair are Clickteam Employees!įast loops are the most important aspect of Fusion in my opinion. That is, people trying to find 'clever loopholes' aren't so clever. The spirit of the rules matter as much as the rules themselves. People doing giveaways for Clickteam products are allowed just fine. Begging is defined as: Asking for free product straight up, or repetitive posting asking where to get 'X' Clickteam product cheap/sale. Please do not link (or ask for links) to illegal downloads of Clickteam products- no matter how old! Also about Clickteam's other products, such as the Install Creator.įeel free to share your own creations, your current works in progress, your ideas, and any sort of question you might have! An Unoffical Subreddit for Clickteam Fusion 2.5, Multimedia Fusion 2, and it's standard and developer variants.
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