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, has anyone found a good method for interactive pause menus in flash? the subapp method we used in the past doesn't work in flash.

    we could really use a better method, as I'm guessing XNA will not support it either and I'm thinking for the future

    Edited once, last by TedBoomerang: clarity (March 10, 2012 at 4:04 AM).

  • I made a little example showing you how it works. you can test it online here:
    Please login to see this link.

    Download the source here:
    Please login to see this link.

    Just a base, work it from there, cheers!

  • I forgot to mention that there's a bug in MMF2 build 253 that won't register the clicks you make in a sub-application, so if you open that example and run the application it won't register any click you make on the buttons! (when you build the swf it works fine) so only way to test it is to press a key for every button action (X for close, M for mute in this case).

    Read more about the bug here: Please login to see this link.

  • heh, I can't take credit for that, I read about using 2 sub-applications for a pause menu here in the forum, sorry I don't remember who posted about it.

    I don't think it hurts performance as the only moment the two applications are running simultaneously is when the main game is paused and only the menu is active, which shouldn't need that much CPU power / memory. I'm yet to test this though.

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