Agreed looks awesome. Looking forward to the dark UI, replace colours, and finally being able to rearrange alt values and strings! A lot of these new features I thought weren't possible and would have to wait for F3.. so super excited we get it soon! Keep up the great work Clickteam
Posts by Vetmora
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.
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.
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MuddyMoles onedrive is also another great place for examples. Also look in the stuff and MMF2 folders.
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Yes I can confirm this is a windows thing and have encountered this before in the file explorer.
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At the moment I'm loading no more than say 5000 objects so there's no notable delay when loading the levels. I guess if I was at a point where I was using a lot more objects then your proxy solution would be worth looking into.
Thanks for the tip thought Volnaiskra. Interesting find that loading the array data to alterable values and then to the created objects is faster than just saving straight from the array to the objects.
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That is weird. I did think it should work as it i've never had any problem with it before. It seems to work if I just add a fixed number for setting the X and Y, but not if I reference values from the array as above, e.g. (Val(StrAtXYZ( "ArrayLevelLoad", 2, LoopIndex("load"), 0 )).
I will investigate the fixed value method you suggested.
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I'm loading in objects from an array using the Create by Name extension by Anders. This loads in the objects name, X, Y position and the layer using a simple loop to loop through the arrays Y columns.
This all works well and good as expected. Now I would like to then set an alterable value of that created object after this create by name action in the same event line. However this doesn't seem to scope the object as expected as it would in a normal create event. I should also note that all these objects being created have the same qualifier.
* On loop "load"
Create By Name : Create StrAtXYZ( "ArrayLevelLoad", 1, LoopIndex("load"), 0 ) at (Val(StrAtXYZ( "ArrayLevelLoad", 2, LoopIndex("load"), 0 )), Val(StrAtXYZ( "ArrayLevelLoad", 3, LoopIndex("load"), 0 ))) on layer lyrGetLayerIndex( "Layer object", StrAtXYZ( "ArrayLevelLoad", 4, LoopIndex("load"), 0 ) ) - 1
Group.Level Saved : Set Alterable Value E to Val(StrAtXYZ( "ArrayLevelLoad", 4, LoopIndex("block"), 0 )) *this doesn't work*I have also noticed other people have had this same issue on the forum but I couldn't really find any fixes or workarounds.
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Thanks for the help guys, much appreciated.
MuddyMoles article on Klikology using the tilekey array works like a charm. -
Hi all
Currently have setup in my project an auto-tiling system that uses the 4-bit tiling method. This loops through an array using the below formula to find the values of the surrounding tiles and then sets the animation frame accordingly.
ValueAtXY( "ArrayAutoTile", _X( "Group.Auto Tile Blocks" ), _Y( "Group.Auto Tile Blocks" ) - 1 ) + ( ValueAtXY( "ArrayAutoTile", _X( "Group.Auto Tile Blocks" ) + 1, _Y( "Group.Auto Tile Blocks" ) ) * 2 ) + ( ValueAtXY( "ArrayAutoTile", _X( "Group.Auto Tile Blocks" ), _Y( "Group.Auto Tile Blocks" ) + 1 ) * 4 ) + ( ValueAtXY( "ArrayAutoTile", _X( "Group.Auto Tile Blocks" ) - 1, _Y( "Group.Auto Tile Blocks" ) ) * 8 )
However I'd like to adapt it to use the 8-bit tiling method in order to use other corner blocks.
I found the following article which has some examples of the formula to use but I'm having trouble trying to implement it into a fusion format similar to what I have already (above). The numbers don't seem to add up. Also I'm assuming that I'd also need a list object or similar to lookup the calculated values and their corresponding tile values.
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Any help would be much appreciated!
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Thanks for the new example. Feel like I'm overthinking this a lot too but I like where you're going with this. Was thinking of trying something similar along these lines over the weekend.
I have tweaked your example and managed to implement a way to destroy the enemy how I wanted it.
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Thanks for the example fnkycoldmadeanr. I'm assuming flag 0 is the "attack" flag and flag 1 is a collision check?
I have tested the example and it seems that enemies also destroy when colliding when both of their flag 0 is off.
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Just tried using pick one of with no luck. However I have found a method that seems to be working ok after a few trials. Not sure if this is the best way though.
* Collision between Group.Enemy and Group.Enemy
Start loop for each one of Group.Enemy, loop name "collide"* On each one of Group.Enemy, loop name "collide"
+ Group.Enemy: Flag 1 is on
Special : Set tempEnemyCollision to 1* On each one of Group.Enemy, loop name "collide"
+ Group.Enemy: Flag 1 is off
+ tempEnemyCollision = 1
Group.Enemy : Destroy
Special : Set tempEnemyCollision to 0 -
Thanks, I will give this a try. Which one would that pick though? I need it to pick the enemy that has flag 1 off, but only if the other enemies flag 1 is on.
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Bump: tried a number of methods but none seem to work correctly. Closest I've come destroys all the other enemies with flag 1 off and not just the one getting hit (this is the collide flag).
Anyone got any ideas? TIA
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Ah ok, thought this would be the case. Thanks for the confirmation.
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Apologies if this has already been asked, but I couldn't find anything for this.
Is it possible to retrieve the actual name of a global value or string? Not the value or string itself but the actual name that's assigned from the properties window? I would like to loop through these to check if they have a specific prefix.
Thanks in advance!
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I was using string tokenizer because I didn't think to use mid
Your solution works peffectly and thanks so much for your help!
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I have a loop that splits a global string into separate characters and then searches for each one in an alterable string (stringA). If found, it appends the results to another alterable string (stringB).
The problem is when the character its searching for is not found it seems to abort the loop and not add anything. Even the characters that should be found.
The current setup is as below:
Always
- split string (Global String) with String Tokenizer
- start loop "search" ElementCount("tokenizer") timeson loop "search"
+ find(StringA, element("tokenizer"), loopIndex("items"), 0) > -1
- Set StringB to StringB + element(("tokenizer"), loopIndex("items"))Thanks in advance!
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One way to do it is to use a foreach loop. I have ediited fredetmumu's example.
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