WIP : Platformer Engine (Flashback/PrinceOf Persia Style)

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • It's just to test the movement of the character and see if there is no bug, there are 4 reso, 640 * 384 (original), HD, FHD and Fullscreen
    The camera is managed for fixed room, horizontal and vertical scrolling rooms.

    Camera System :

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  • It's just to test the movement of the character and see if there is no bug, there are 4 reso, 640 * 384 (original), HD, FHD and Fullscreen
    The camera is managed for fixed room, horizontal and vertical scrolling rooms.

    Camera System :

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    Awesome. It's looking really solid. Very nice work.

  • cool engine and all but more than anything im impressed with the debugg view haha.

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  • Looks impressive and all, but did you ever finish those previous tech demos? :D They already looked cool as hell! I remember one with a soldier and a zombie, and the other was something fantasy-themed.

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  • Thanks zip2kx & SirRandom.

    ""SirRandom:
    Looks impressive and all, but did you ever finish those previous tech demos? They already looked cool as hell! I remember one with a soldier and a zombie, and the other was something fantasy-themed. ""


    Some tech demo are finished, others are being fixed on the bugs..

    But it takes a lot of time to do the animations under 3dsMax and Aseprite or to code, more to look for bugs and fixes.

    Survival :
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    Fantasy:
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    The advantage is that they have the same engine base with some modifications..

    some works..

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    Color Vers: (Perhaps)

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    And Here other version in 720P in development with Covers system and walk against the wall on a ledge etc...

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  • Very cool stuff and great way to implement 3ds max into the pipeline with the 3d to 2d. I am curious to see where you eventually go with all this because it seems like an awful lot of work for just a single person and I'd sure hate to see this go to waste due to getting burned out or just overwhelmed by it.

    I guess out of curiosity, are you just doing this for fun and all or do you eventually plan on doing a full blown game?

  • Hellohello,

    Here for those interested a demo in 1280 (without the Cam) to test the movements and take a feedback.
    There are a lot of things that I did not put because I want to know if he holds the road before.

    QD = Right / Left
    ZS = High / Low
    S + C = To descend from the cornice and to suspend
    Z = When one is suspended, he goes back
    S = When one is suspended, he drops

    Space = Jump in length (without moving)
    Space + Run = Jump (to see whether to disable it)
    Maj = Crouch
    CTRL = knife (by default it is not activated, it is necessary to press 2)
    Mouse Right Click = Vise (when the gun is selected) "temporary"

    1/2/3/4 Numpad = réso


    it is necessary to press 2 for the knife and 4 for the pistol. Attention, the system of shooting is not implanter.


    To mount a mid-high wall, stick and press Z:

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    For Hanging, Jump in length and hold Q or D, here Q then Z to go up:

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    The Edge, be close to the edge, hold S and press C, to go up, Z:

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    Push the Crate (Q / D), mount on it (Z), go down (S maintained + C) to hold on to a cornice, get closer and press Z or else if you run, jump(Space et Q/D maintenu pour le Hanging)

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    To take the Gate to go up, press Z when you are on the square.

    Lien :

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  • If this comes to life as a game one day I would buy it. Really loved Flashback <3

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  • Hello,

    Classic version versus my Engine.

    longjump:

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    Climb :

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    missed jump:

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    walkfall :

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    Ajout du crouch :

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    At the displacement level in the Engine, there is therefore for the standard movement:

    -walk
    -180turn
    -crouch
    -descend and mount platforms

    - long jump without momentum
    - long jump without momentum missed
    -high jump

    Coming soon:

    walking mode unfinished:
    -roulade (70%)
    -jump a ledge while being lowered (50%)
    -a catch ledge when jumping (10%)

    run mode and gun mode when the run mode is finished.

    I dissect the game thoroughly to do all its mechanics, the goal being to be close .. As soon as the engine will be almost identical, there will be small additions and more to make the difference ..


    Ex : Camera room

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  • "MEHRDAD

    Great!!!. Nice job!. Does your engine support slopes too? "

    Thanks Mehrdad,it's not planned for the moment,perhaps later..


    News Movements:

    jump a ledge while being lowered finish:

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    a catch ledge when jumping:

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  • That is freaking awesome, dude! I feel that hype train rolling XD Also, I forgot how beautiful those original tiles were <3 Slopes may actually make the environment look more realistic, I think they won’t really work well with Flashback’s core combat mechanics tho.

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  • Btw, if I call WIP Games and Apps your thread is not shown to me.. any idea why is that? Missed all those great posts.

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