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.
  • Over all, it's a solid plugin and I ran into very few problems. I think getting tints to work on a layer basis was pretty tricky. Had to trial-and-error out that you have to enable layer callbacks and tile callbacks, and then only use the "on tile" condition. Then you have to have your own list of properties per layer to set each tile to (based on the layer callback index.)

    I guess that would be a suggested feature: set tint based on layer. It also seemed to sometimes require tinting only once, but in the end I had to do the tint rendering every frame

  • Yeah, all that stuff isn't very well documented :B A per layer tint sounds like a reasonable idea, and would probably make rendering much faster if you didn't have to enable callbacks. I'll have to see how easy it is to integrate.

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  • Where can i find the TileMapLoader extension? I can't open one of the main examples because i dont have it and cant find it anywhere :(

    EDIT: Wow, duh, separate example needed...smh lol

    Developer/Composer :

    Vamprotector

    Castlevania Chronicles 2 - Simon's Quest

    Castlevania Chronicles 3 - Dracula's Curse

    Edited once, last by Warmachine (June 24, 2017 at 2:41 AM).

  • I spent a few hours creating an open source version of my level editor to share.

    Please login to see this link. Here's a link. If it ever dies, PM me.

    I tried to remove all the stuff specific to my game but it was rushed. There's lots of comments that I made for myself so I hope it's not too confusing. It's more complicated than a tutorial made from scratch would be because it's part of an editor made for users. So, if you want to make a level editor for your game and don't quite know what to do with looki's excellent addon, look no further!

    I'll make a solo post for it in the examples forum, I guess.

  • Hi Dustin, thank you for sharing the editor!

    Unfortunately, I can't run MakerExample.mfa: everytime I do so, I get the error 'edrt.exe has stopped working' and the game crashes.

    Please login to see this attachment.

    Please login to see this link., instead, works fine. Tell me if you need more info about the error, I'm happy to help you if I can.

    Do anyone else have this problem or it is an issue on my side?

  • I did some testing: the problem was with Tile Map object. I noticed that, when I removed the plugin, the game did not crash.
    I re-installed the plugin (by downloading it here: Please login to see this link.) and now the game doesn't crash anymore.
    Probably I had an older version of Tile Map object installed.

  • Looki, please take a look at this; Please login to see this link.
    Thought that I had an old version by accident and that I didn't have

    Fix for slightly off collisions in some cases, a bug that was introduced in the newest build

    but nope, updated from the link and still it happens. I'm using pixel collisions and 32x tiles, by the way.

    There are no impossible things, there is only lack of skill needed to complete the task.

  • I guess I could "rebreak" the game and sent it as zip to you via PM. Actually, I have Fusion open, let me try this...

    //edit: sent.

    There are no impossible things, there is only lack of skill needed to complete the task.

    Edited once, last by Darkhog (January 5, 2018 at 11:03 PM).

  • [MENTION=5742]Looki[/MENTION] I'm using [MENTION=14023]RootKernel[/MENTION] 's Tilemap Loader example that uses your Tile map object and Viewport object. Is it possible to parallax scroll individual layers using the Tilemap Loader and your viewport object to display the layers? The Viewport doesn't seem to take notice of the layer coefficient, so parallax scrolling the layer with the background viewport doesn't work.

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  • [MENTION=5742]Looki[/MENTION] I'm using [MENTION=14023]RootKernel[/MENTION] 's Tilemap Loader example that uses your Tile map object and Viewport object. Is it possible to parallax scroll individual layers using the Tilemap Loader and your viewport object to display the layers? The Viewport doesn't seem to take notice of the layer coefficient, so parallax scrolling the layer with the background viewport doesn't work.

    The answer is a resounding yes:
    Please login to see this attachment.

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  • Just wanted to drop by and say that this extension is extremely good! I know you've been working on it for six years already but I do hope you get to release a version 1.0 somewhere down the line.
    Btw, what is your view on using it in our projects?
    //EE

  • [MENTION=5742]Looki[/MENTION] Very awesome extension. Thank you for making it.

    One quick question - on my computer, 2x zooming has incorrect scaling and edge artefacts/borders. Is there any way to implement a simple 2x or 3x resize, just stamping the pixels down twice or three times side by side rather using something more fancy? I would love no frills resizing. My alternative is resizing the tileset a bunch of times in paint.net and loading whichever size scales perfectly to fit the screen with black borders. (Ex: 1x for 640x360 on 800x600, 2x for 1280x720 with black borders on 1366x768 laptops, 3x for 1920x1080 native, 4x for 2560x1440 native, 3x for 1920x1080 with black borders on 2560x1080 ultrawide, etc..

  • Please login to see this link.

    hey thanks for looking into it!
    I can confirm that this will work and display tiles in DX11 once I got it working

    However it crashes on startup and I managed to confirm an isolate a glitch in this version that doesn't exist in the older version-
    If there are any Tilesets images stored in the Tile Map's data properties as parameters via the level editor, it crashes on bootup. You can load them dynamically just fine, just storing them in the object crashes the app whenever you run the frame with the tile map in it. The previous bug report .mfa I uploaded, loaded them from a surface

    here's an extremely barebones example of the glitch;
    Please login to see this attachment.

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