This is the game I was making 2019. 6 levels total, 3 shmup, 3 action. I want to see if I can salvage this and make something from it

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  • Sorry if this is the wrong forum to post this on, I'm 40 years old and the new, modern overly restrictive internet has not been kind to me, everywhere I post I get banned or deleted, I try but that's the best I can do, gone is the freedom of communication we once had,w e have to read entire novels worth of rules now and still get modded.

    I'm a professional illustrator and I've said it many times over the years that I would not get into game development, but I've been tinkering with Game's Factory since 6th grade.

    In 2019 I worked on a game for, at the time, my masters but decided a masters was a waste of time, money and energy so I never got it and continued with my career illustrating books and enjoying every second of it, I don't regret it one bit.

    Still the "game" I made for my masters has been in the back of my mind all these years, could something come out of this.

    I have a fully developed story, world, locations, characters, everything. I'm no stranger to writing and I've illustrated tons of books over the past 15+ years.

    Since this was for a Masters Project we weren't allowed to post it publically but because I chose never to get my masters for various reasons I think I can share this with you all now.
    I used to post about it a lot on a private gaming forum where i'd get good feedback, a guy from there even composed the music for me for free :), good times.

    This isn't something I'd ever release as a full game in a state like this, it needs a hell of a lot more work for it to be a proper game, but it met all requirements for my masters and that was to show how I'd implement my art in video games. They weren't concerned with the technical or mechanical aspects of the game, gameplay design or any of that. What mattered was the visuals and atmosphere.

    So what I did was make 6 levels, 3 run and gun levels and three shmup levels.
    The game is largerly inspired by the Turrican series which I talked a lot about in the theoretical part of what would have been my masters.

    Everything from sprites to backgrounds, textures, tiles has been hand crafted by me.

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    I will explain the mechanics briefly
    there are two types of enmies, physical and "imaginary" ones, the imaginary ones are concepts that the game's world generates (AI but it's a real world) that haven't manifested in physical form yet but they can harm the player. For the physical enemies the player uses normal weapons, for the world's thoughts as I called them he uses a Disruptor weapon. If you attempt to use both at the same time the gun jams up.

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    This was developed with Clickteam Fusion 2.5 WITHOUT Plus, I just got Plus today on the Steam Sale

    Here's what I don't remember:

    - I used the ClickTeam Store to get extensions for this, I can't remember which extensions I used, what I do remember is

    1. I got a platforming movement extension, very robus and well made

    2. Fullscreen extension of some kind

    3. Some kind of shader collection that allowed for very lovely blending options similar to blending modes in photoshop


    I've long forgotten how I did moving platforms and what not

    Shmup levels:

    Vertical:
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    Horizontal:
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    Horizontal:
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    Action/Platformer levels
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    You won't get anything from the story from this, just a dialogue box text, but just making this alone was hell, I couldn't get the whole "walking around town and talking to NPCs" thing to function properly

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    I understand all this is very very low quality in terms of gameplay design, I know where improvements are needed and there would be a ton of work needed for this to be made into a real game.

    But I feel I could do something with it if I could ever learn the following:

    Due to the lack of comprehensive(for me) tutorials I never learned the following:

    - How to properly pause a game, make bullets and stuff stand still then resume without using the default pause function

    - How to develop a proper dialog box system where you approach an NPCs, everything pauses but the dialogue, I did something like this and it was a pain I had to write the text in a .txt file, then have Fusion extract from there and so forth, it was overly complicated

    - How to do a proper save and load game

    - How to open menus and UI window (like in JRPGs) without them being objects overlaying the whole thing that become visible/get created when the user calls up the menu.

    Every time I'd look for tutorials on these things they would cover the basics and nothing more, leaving a lot out, skipping over important things or just not quite covering what I need them to so I gave up on game development.


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    EDIT:

    When I tried opening the latest build of the game from August 2019 (havent touched it since) Fusion said:

    Ultimate Fullscreen (ultimatefullscreen.mfx)
    Advanced Direction Object (AdvDir.mfx)
    Platform Movement object (Platform.mfx)

    But when I clicked extension manager it couldn't find th server, so that's down


    also it said nothing about the Shader extension I had installed

    • New
    • Official Post

    Indeed the server is down, our apologizes. We have our web team working on it and we hope to restore services, ASAP. Game is looking good! You could join our Patreon to get some expert help or simply make sure to ask questions in the forums, we tend to have some of the most helpful users out there!

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  • Thanks for the quick reply, I'm in no hurry I was just digging through my external HDDs :)

    I'm sure you guys will get the server up and running as soon as you're able. I wasn't sure if it was on your end or mine or if I even downloaded all that stuff from there, it's been ages :)

  • There are many tutorials - free and paid on these issues. You'd need to learn from the various tutorials and put them together in your game (which looks cool, by the way).


    In a nutshell:

    - How to properly pause a game, make bullets and stuff stand still then resume without using the default pause function

    By placing things in groups and activating / deactivating groups

    And/ or by using a variable / value with your bullets, for example,

    Value PauseControl = 0 (move + speed = 50),

    Value PauseControl = 1 (stop + speed = 0)

    When the player presses pause - set PauseControl to 1, and deactivate the groups


    - How to develop a proper dialog box system where you approach an NPCs, everything pauses but the dialogue, I did something like this and it was a pain I had to write the text in a .txt file, then have Fusion extract from there and so forth, it was overly complicated

    You can use strings and a variable.

    For example, you can add the entire dialog as a string sequence and call the right sequence base on a value:

    Value WhichText = 0 - show this string text[whichText], WhichText ++ (add 1 to WhichText Value so it goes to the next string)


    - How to do a proper save and load game

    Search for examples on ini files - you can also look at the built-in features


    - How to open menus and UI window (like in JRPGs) without them being objects overlaying the whole thing that become visible/get created when the user calls up the menu.

    I don't understand. Do you want a pop-up menu, or a menu that isn't a pop-up?

    If you want a pop-up, you'd create a menu group that is activated when the player clicks on it and deactivates everything else (integrate that with your pause system)

    Alternatively you can have the basic commands on screen - like pause / restart / quit.

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  • Thanks, I was at a loss as to finding tutorials, everything on youtube is for beginnes and doesn't quite cover the things I need.

    Of course I use groups and variables, all that stuff but following a youtube guide on pausing my game didn't result in the proper pause function I needed, it was regarded as a high quality tutorials but others had posted the same issues I had with the tutorial in the comments and they were, as always, left unanswered.

    It won't do much good or help but I happened to have a video of what my "code" looked like for this game, I can't access the game now so I can't take screenshots but I did find this

    Please login to see this media element.

    I'm very organized when it comes to this stuff, I think but pausing by disabling groups and changing values definitely did not work out well.


    On the dialogue front, I used strings, I'd had a "script" ini file where the game used to get the dialogue from but the tutorial, a written one from here actually skipped over many things IIRC that I couldn't get the whole "pause everything else except the dialogue" thing to work properly.

    I'd definitely have to look into paid tutorials if they're not over my budget and if they guarantee to teach these things without skipping over content and by actually EXPLAINING things, I don't do well by just looking at someone work, I need things clearly explained :)

  • Another option is to isolate the issues. Upload a small .mfa with your movement and ask the community to help you implement a pause directly in the .mfa - same for strings etc.

    You'd need to show screenshots of your events using the list editor - it would be too complicated to try and follow a video. But from what I can see you're deactivating a group which will stop future code from activating, but it won't stop code already activated. So if the bullet is moving - you're not stopping it - you're just stopping what will happen when it reaches its destination.

    With movement you need to stop the items when pause is pressed along with deactivating the groups and start them again after pause has ended. (Movement stop, set speed to zero etc.)

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  • From what you are saying it seems I'll have to change the way I do bullets from the ground up and not use the default shooting feature in clickteam but instead use a create feature and have my bullets be created objects with a certain movement type (maybe subpixel movement like I do for the pace ship controls) or something which I'd have control over and can pause.

    That way I THINK I should be able to pause them alongside other things.

  • I still don't have access to my game even tho the server is back online because I can't seem to install the ultimate fullscreen extension.

    I was able to install the other extensions needed just fine, but ultimate fullscreen is grayed out

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  • About how to pause, isn't possible to put all the groups of events inside a, say, a main group of events ?

    That way, by deactivating the main group, all the contained groups will also be deactivated.

    This way you could freeze the parts in your game which are related to shooting, bullet movement, player control, etc.

    Makes sense ?

  • I still don't have access to my game even tho the server is back online because I can't seem to install the ultimate fullscreen extension.

    I was able to install the other extensions needed just fine, but ultimate fullscreen is grayed out

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    You might be able to get Ultimate Fullscreen from here : Please login to see this link.

  • I still don't have access to my game even tho the server is back online because I can't seem to install the ultimate fullscreen extension.

    I was able to install the other extensions needed just fine, but ultimate fullscreen is grayed out

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    It is available for download as a ZIP file from the developer's website here: Please login to see this link.

    You just have to install it manually.

  • Thanks, installing it manually worked, I assumed it wasn't compatible with 2.5+ hence why it wouldn't let me install it using the manager, but it works fine.


    Sadly it appears the version of the game I have on hand now is not the one I recorded in the videos, the music files aren't there and other updates haven't been made, which is fine, I just have to dig it out of my old PC which isn't here atm.

    But there's one more extension Fusion is asking for and that's the shaders extension

    I remember installing it manually but I don't remember the name, site or anything

    here's all the stuff it requested regarding that extension if it runs any bells let me know what it was guys

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  • No idea, where those effects come from, but getting back to the pause system:

    1. If your bullet moves very fast, it's unlikely the player will press the pause button while it's moving, and you could ignore it. If the bullet doesn't move that fast, you could include it in your pause system.

    2. Just remember with Fusion you need to put in extra code so a command doesn't trigger immediately after another and the sequence you put it in is important. You could also use flags, but this is an example using global values:

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  • Shaders can be found on Please login to see this link..

    (It's somewhat unpolished at the moment, but downloads should work.)

    Darkwire Software Lead Programmer (C++ & C#)
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  • Thanks , I wonder if the shaders I got were from there

    I'll have to look into this a bit more, thanks for pointing me in the right direction.

    Sorry I've forgotten so much about Fusion, I've only been focused on my illustration career 2019-2024, even now I'm illustrating a book so I've long forgotten these things :)

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