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.
  • Hey, so here's a little beta of the object. You can't do that much right now, which means you can basically do what the Overlay does.
    There are some known bugs, for example resizing an image crashes when the width/height is below 0.

    I wouldn't have released a beta yet but I promised Kisguri to release one when posting a weekly report. :/

    NOTE: This version will not be compatible with further updates; I am going to add new edit-time properties soon and you won't be able to load old files properly anymore (You can place a new Surface Object and replace the old one with the new one in the event editor though).

    You can edit the start-up images by double clicking the icon.
    Each image is accessed by an index in the events.
    You can add images by using the "Insert image" and "Add image" actions, if you pass 0 for width & height, a prototype will be created. These are used to load files:
    Add image with dimensions (0,0)
    Load image 0 from file "C:\hello.jpeg", override extension =""

    The overide extension parameter can be used to load an image of a certain type, e.g. "png" or "jpeg". If not passed, the object reads the extension from the path and tries to load it.
    For import, all graphic filters should work, haven't tested all of them. For export, only png, bmp and jpeg will work.

    Happy testing :)

  • Good work Looki.

    I must say that I don't like that you are forced to give an image index at every draw call. I thought that "Images -> Set current image" should take care of that.

    Also, you can easily implement the UpdateEditStructure() function to make sure that all versions of the edittime structure are compatible. For example Parallaxer object loads all previous beta versions of the object (currently on the 6th revision of the structure). If you change the action parameters, I don't think you can update it that way though.

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  • MMF2 crashed when I selected the 'Copy image from another' action and went through the parameters (target/destination).

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  • My name is Looki! :D

    Well, I still have to think about it. Maybe you're right. It would make things easier.

    I'm not implementing UpdateEditStructure, because it's not "easily implemented", it would take quite some time, but you don't really need it anyway. No one is going to create complex applications with this beta!

    Thanks for the crash.

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  • Fixed my previous post sorry ;)

    Maybe you could add an action to set the current image to modify so it doesn't mix with the currently displayed image.

    Any info on when you will add the polygon drawing methods? :)

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  • Thanks. Yeah, I thought of two separate "current" images as well. :)
    I'll probably do that.

    I hope that I can finish polygons today. I'm thinking about having an action to read them from a string like in Overlay, and to add single points.

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  • I myself would only use the single points feature, but I'm also more concerned about the overhead of the parsing than most other people. :)

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