Posts by Swiff

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Clickteam.

    Yes, I went to bed last night and i realized that I renamed the animations, so I confused myself by trying to do it easier for myself. Anyways, I switched to frame forcing instead. I had a problem with the stoped animation starting after I switched to another sequence (it switched back automaticly even though it's a static object), I did bypass this by seting a "stop animation" after every switch of sequence.

    However I'm greateful for the explanation on this, because next time I might not spend 4 hours trying to figure out how to express values on animation sequences. Thank you :D

    The sword animation is #15. Fusion ignores the names that you give the animations, and uses their numerical order instead (starting with 0). So the one called "0" is actually 12, the one called "12" is actually 13, and the one called "14" is actually 15. If you add a new animation, you'll see that it defaults to the name of "Animation 16", as 16 is the next unused number. Does that make sense?

    Please login to see this picture.

    It looks different to me, I alredy figured that they're called 12 etc after 0, but i don't see the other animations walking etc. however, I still can't select it in the change frame to " x ", there's only up to 14 in the event editor.

    I'm not sure what's going on. I'm trying to set a random animation sequence once every x.

    I had to save the value in an alt value to see what was going on..
    And now I'm really confused, sequence "stoped" is 0, the next one is 12.

    Well, that's fine, but after tinkering with it one of my actives shows that it has value 15 as sequence, but i can't select that sequence in the event editor, so did I create a ghost?

    I'd really like someone to explain this, I'll move on to forcing frames instead, I htink I had better luck with that in the past, but this is quite annyoing..

    Maybe I'm doing something wrong?

    So I'm trying to make my character jump on top of objects in 8 directional movement.

    I found some examples of 2.5d jumping but when I try them out on my build it seems that the jump is always longer when jumping in the +Y direction.

    Here's a screenshot of the example of the jump code, the example mfa(beatmup) and my mfa:

    I'd appriciate if there's someone who knows a better way to do this and could point me in the right directions. Thanks


    I forgot to compensate for the loop movement, it seems to have solved the issue.

    For anyone intrested I'll post What I missed to do:

    So I'm trying to make my character jump on top of objects in 8 directional movement.

    I found some examples of 2.5d jumping but when I try them out on my build it seems that the jump is always longer when jumping in the +Y direction.

    Here's a screenshot of the example of the jump code, the example mfa(beatmup) and my mfa:

    I'd appriciate if there's someone who knows a better way to do this and could point me in the right directions. Thanks

    Reap & Sow was mostly made in late 2014 and most of 2015. I've revisited the project several times over the years.


    It's a take on the tower defense genre with some touches of additions. I mostly wanted to test and develop myself to see if I could actually make such a game.

    In my opinion this game is not very captivating, it lacks proper tutorials and only has an endless mode for endgame.


    The very few feedbacks I've gotten is that it's a bit hard. I think I scaled it down a bit since then. However, the game is not balanced at all, it's only especially hard at early waves, and becomes easier.


    I'm not activly working on this anymore. But I thought I'd atleast share what I made.

    I put it over on itch :Please login to see this link.

    You should've gotten a mail with a link to your humble bundle details, you'll be directed to a website with your activation keys, which you will use in steam under the category games, choose activate a product on steam and use the code(s) there.

    Here I just made a quick example.

    First you need a value to use as a "checknig" service. So we can use this value to see what buttons was pressed. If they have to be pushed in a specific sequence, you can do it like this:

    We will use a global value for this demonstration. click your applicaion icon in the frame editor to the left, here you can set properties and global values, you have to press "new" to get some values to use.
    We will only need 1 for this example.

    If you look at the picture i have renamed the global value to remember what i use it for.

    Now you need the buttons to click. so I made 3 active objects named a, b and c.

    The goal here is to make "b" green, then you have entered the correct sequence.

    In the example file I have provided you will see inside the event editor, that I use the value to make sure what buttons were alredy pressed. In the start none will be, and the global value "code" will be 0. But if I press "a" then the value will be 1. And I need the value to be 1 to be able to make "b" green.

    And ofcourse. If you press "c" the global value "code" will be set to 0. so you have to start over.

    Alt values (stored inside active objects) and global values are very powerfull. It's one of the first things you should learn I think=)

    You will have to do some drawing. But you can use code to manipulate the colors easily, well, if you know how. I think this guy is somewhat of an expert on the matter:
    Please login to see this link.

    He also shares one way he's doing one of the effects atleast what I read, maybe there's more!

    Well. I will tell you right now, I don't understand trigonometry. But then again I didn't put much effort into it today. I only watched that picture a few times:P

    The bouncing ball got phased out after less than 2 minutse on the newest version.

    I might try to learn trigonometry tomorrow. But most preferable would be to use something more simple.

    Oh right I forgot. I tried to use the code evne though I don't udnerstand it, and well. You know what happens when you do things you don't udnerstand:

    I was comfortable with it, but then weird things happend and I wanted to know if someone could help me with it. But before we dove into it you wanted me to take a look at ball movement, which will also phase out, and then wanted me to try another code, which, I can see but I don't understand.. I could try to learn this. But if it will help me develop the features I may want I don't know untill I'm there I suppose.

    I guess I have a few questions about the loop movement then.

    Let's start with what is cos and sin? In the movement loop you want it to add cos and sub sin the value of the __DIRECTION. If the index value is equal to selected_instance.
    To me the cos and sin seems to be x and y pos, since the cos always handles the xpos and sin handles the ypos. But I don't see how, because the __DIRECTION can be as high as 24.

    Also you have 2 equal conditions, and 2 equal actions that can be in the same event?

    Maybe the first step is to understand what cos and sin is?

    Well. I took a look at the ball move fix first, they will phase out eventually though.

    I then took a look at 8 direction move block and it confused me alot. It says always(no other conditions) set x, and then on other conditions(keypress) it was to set x=90etc (we're talking bout angle) to something else, this makes no sense to me.

    the angle would just flip around I feel. Ofcourse you can put in a statement on the always-if not key is pressed. would make sense. But for some reason it works.


    In any case, on line 23 and 24 it want to move 0 - 305 pixels in x and ypos? Depending on which key is pressed.
    Line 28 and 31 seems to be what I am after, the actual collision. And it seems as if they are simply just adding or subracting the movment speed on collision. Not different from a pushout. Ofcourse, it also stops the loop to move, but then again it could also be implemeted on the original code.

    I have no idea what cos and sin is

    Then we have the spiders with this movement object. I am guessing it is helping to make them unique instances.
    I can see that the __DIRECTION is the speed, direction, both I suppose. But I don't understand the math here. Also again 2 equal conditions "on loop move spider loop" fixed valule of spider = fixed value of move obj. There's 2 with same condition. One which aparently is always setting the __DIRECTION to /11.25.

    So I can read what it says but I have no idea what is going on really, or how to manipulate it. It seems more complicated than my original code - but probably just because I don't understand it:P

    It is not buged. The black in the pictures are considered Transparent. If you right click and edit the button, then use the color picker object on the black, it will give you transparency. This means it's considered transparency in this image. If you want it to be black, you can fill over this black transparency color with normal black, and it will be black instead of transparent.

    The same goes for all buttons with black circles, the black is actually transparent in reality.

    Well. The example you showed got spiders stuck in the trees..

    To expand on the ball movement.. I have used ball movement as a first go-to in all my applications, however, sooner or later they will make hell for me. I spent over a month trying to fix a certain enemy in my Tower Defence, and then droped the project for weeks- to later re-make the movement system (not using any ball movement).

    Ball movement have been nice to me, in early development, but usually wrecks havoc later on.. This is probably the first time I did not use ball movement from the start.

    More about selection of movement types. I like to try and keep things so I can understand them. I don't understand the ball movement. The movement system I have here, I can see it, i know what it does. Well, let's just say I can see what it does (or should do). I tried the safe move object2 today, but it didn't work and I didn't understand it.

    So for the sake of developement(personal aswell) I would like to understand. Just as I understood that the movement can't be faster than the pushback, it makes sense. But then again, the movement have timer and the pushback doesen't so it should be faster anyways. But I think you get my point, if I can understand it, it's going to be easier making applications


    Edit: I am open to suggestions if there's a simpler code than this.

    Well. I understand now. If the pixel speed is higher than the pushback, it can get deeper than the push out.

    By the way, I activated my other enemies, and they buged out, even though they use the same movement system, and are slower than the enemy I was doing the testing with. And the bug is probably what I experienced the first time i tried on collision, and is why I left it at once..

    I now tried it with the file I uploaded 2nd here, to test it for real, and well. It's not solid yet, they can still get past objects even with onCollision. I guess they are "phasing" over it. And this can be understandable if what you said is true, they will keep on doing their movement thingy instead of being pushed out. However, even if I fix that, for some reason my other 2 eemies are buging out, which is weird since I copied the movements from the 1st enemy on to the one I was testing with. I thought I had moved past this problem but nooope :P Even if I add the pushout to 5 pixels (which is higher than any enemy speed) The new bug will remain.

    I just realized, the pushout is the same as the speed so it shouldn't be able to move any further inside an object, especially since there's a delay on the movement, and not the pushout.

    I have reproduced, er.. nevermind. this is different. On my main file they will walk left and right by the right edge. here, the other enemy will, well. u'll see.