Unlimited Open World Platformer

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.
  • With added normal map lighting.

    Follow up to the previous example, issues with delta time and collisions addressed (not fully).


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    Version with lighting:

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    I modified Anders' NormalMap shader to operate on an overlay texture, eliminating tile doubling. I'm new to shaders so it might not be the best optimised, but it works! The modified normal map shader and normal maps are included in the .zip, the maps should be loaded from within Fusion using the shader on both the "Tile" and "Player" actives. The lighting is performance heavy, an example without it is included and will work great on low-end platforms.

    Please note the tiles aren't mine and are for demonstration purposes only.

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  • whoa thiz a suuuuuuupper neat idea :D

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  • It's pretty awesome! Thanks SolarB for putting this all together. :) I'm looking forward to using this in a game.

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  • It is awesome!
    Only one concern, shader seems to crash every time I go to real fullscreen! I wonder what is causing it.

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  • This is awesome!
    However, I notice that using the shader and going fullscreen causes .exe to crash. Any idea what could be causing this?

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  • Hey SolarB,
    First off, I am amazed by your mfa. I am currently working on a game that is very close to this in terms of the generation method of the level, but might need some help understanding how your complex code (for me) works haha.

    The topdown game, needs this 'infinite' space (realised you used -1 for virtual width and height, is that how?).
    The objects and title types (skins) do not need to be saved in arrays for long as I intended for them to be removed after a certain distance (I assume using X/Y Frame distance from the objects/tiles themselves).
    The creation of objects and the tile types will be created through functional generation and change based on variables in the game. So I am guessing instead of creation the 62500 loops at the start of your .mfa, they would be created on the go when specific tiles (in cell grid formation) enter the frame zone (similar to this post: Please login to see this link. [where i found you] :D)

    What I need help with is understanding how the infinite space works and how these tiles are generated.

    1) Space:
    I see when fixing the scrolling camera to the player, it can only go outside the original frame when the virtual width and height are -1, so I am assuming this just makes the frame essentially unlimited by not really have one in the first place and only defined by the (x,y) coordinates (had a little dive in MMF's help content).

    2)Tile Generation:
    What i don't quite understand in the code, are the loops of how the tiles are created outside of the orginal 252 creation 'tile' loop on layer 1 (so when players moves down/across from starting 252 tiles). I do somewhat understand the 250x250 tile Array position creation though (took a while though haha).


    The image below is how I intend to create it in my game, using the X/Y Frame distance (or a bit bigger) that follows the player (well.... the game screen) and acts as an activation box for objects/tiles to be created near it, based on direction of the players movement.
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    Thanks for your help! :)
    Stuart

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