Advanced Character Creator

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.
  • Hi, I would consider myself pretty good at mmf 2, but I need help. I have a pretty good idea for a game, and I want to add character creation. That includes customizing appearance and name. I was hoping I could get some help so this could be a full, successful, game! Thanks!

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  • Hello! :)

    You can create a character creator by making individual actives and positioning them relative to one of them. For example, if I create an active labeled "Head", I would create another called "Torso" and set it's position based on the position of the head. You could store these variables in an INI using the INI object.

    For a name, you would want to create an editbox, then after saving/creating the character, store the typed text into the INI along with the other variables.

    To customize this, you would probably be best adding frames into the active for different parts. For example, if I wanted to have 5 different heads, I would have 5 different frames, each with a different head. Then, set the animation speed to 0. Afterwards, create buttons to go through each frame in the active. This would be best done by creating a left button to set the animation frame to its current frame minus 1 and by creating a right button to set the animation frame to its current frame plus 1.

    Later, when you wish to load the character, you would copy and paste those parts and load the values from the INI to set the animation frame of each to what was specified when creating the character.

    If you don't quite understand all of this, you can follow along in this example I made. :)

    If you need any more help, feel free to ask.

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