Posts by Tiger

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.

    So I'm making a mini harvest moon style game but I'm having trouble with the plots of land you're supposed to plant your crops in.

    How it's set up is that there's a 10 x 10 grid of "soil" active objects with 2 alterable values: Tended and ID

    At the start of frame, I spread ID 1 across all the soil actives

    When the player uses their hoe on the soil tiles, it changes the Tended value to 1. If they use their watering can on the tile while Tended is 1, it changes Tended to 2.

    Now, I'm having trouble because whenever the player loads the game or leaves the frame, it doesn't save the Tended value of the soil.

    I'm trying to find a way to save these values to an Array and load it at the start of frame, however none of the tutorials I can find help me. Because I have the free version of Fusion and am working in MMF2, many of the examples people have posted are inaccessible to me.

    Does anyone know how to save these variables to an array?

    What do you mean?

    Can you explain a little better?
    Do you mean: "What equation would I use to make sure it didn't moved the player in things that are NOT multiples of 32 and keep it on the grid?

    I am interested to see a screenshot of what you want to achieve or some code to understand your problem.

    No, I want it to move the player in numbers that are NOT factors of 32, but still have it connect to a 32x32 grid. I hope that helps.

    And as for the code: I have two values; Player_Move_Distance, and PlayerSpeed
    >Repeat when "A" is Pressed; Player_Move_Distance<=0-- Set Direction of Player to Left; Set Player_Move_distance to 32
    >When Player is facing Left; When Player Move Distance>0-- Set X Position to X("Player"-PlayerSpeed("Player"); Subtract PlayerSpeed("Player") from Player_Move_Distance
    (Copy-Paste for other Directions)

    My main issue is that when the "PlayerSpeed" value is not a factor (it's just occurring to me I've been using the wrong terminology) of 32, the player sprite deviates from the grid. I've been trying to figure out how to fix that.

    So; I'm making a game (surprise, surprise) that I'm aiming to have a top-down grid-movement. I have hit a major issue though; I can't figure out how to make the player move faster or slower. I want to have a system that upgrades your movement speed, but every time I try to implement it, I run into a multitude of snags; mainly the fact that for the grid to be consistent, I can't have the player move more than 32 pixels in any direction with every step. I've tried tweaking Nivrams examples, I've tried toying around with fast-loops, but I can't figure it out. Does anyone know a way around this without any add-ons?

    the way I have it set up is that there is a speed stat that determines how fast you move with each press of the button. I've been using Alterable Values for this.

    So, the images on his website are not the images for the game. That's his personal archive. He's waiting for his tablet to be fixed before he starts work on the game. The sprites I have done are right here:

    Please login to see this link.

    Let me reccomend you to ThatGuyOverThere123. He prefers to go by Medowhare. Anyways, he made a real nifty tutorial on this. Here it is:
    Please login to see this link.

    You should watch all of his videos. Not only does he do masterful work, but he has the voice of a god.

    So, In my game I want have a shield similar to those found commonly in Mega Man. I intend that there can only be 3 shield objects at a time, and you have to summon each indivisually. So what I have so far is the Shield object (It's a Will-O-the-Wisp) that's an Simple Ellipse object, a Clickteam Movement Controller, and that's it. The events I have are:

    Upon Pressing D, Number of (Will-o-the-Wisp) < 3: Create object (Will-o-the-Wisp), Set the Clickteam Movement Object to Will-o-The-Wisp, Set Xcentre to (XPlayer), set Ycentre to (YPlayer)
    Always: Set Clickteam Movement Object to (Will-o-the-Wisp), Xcentre to (XPlayer), set YCentre to (YPlayer)

    The issue is that once more than one is summoned, only one at any time will orbit the player, and the rest will have their centre remain stagnant in one place. Any suggestions on how to fix it?

    So, I have a qualifier in my game that contains all the enemy projectiles (Group.Arrows). However, I've been planning to make an attack that would deflect enemy projectiles back at the enemy that fired it. I have the reflection part figured out, but I want to make it so when a projectile is reflected, it switches from a Enemy Projectile (Group.Arrows) to a Player Projectile (Group.Bullets). Any ideas?

    So, I'm making a game in The Games Factory 2 (I'm using this thread as A- the files are compatible between the two programs, and this thread has more viewers), and I was wondering if anyone would like to help me make a game. Be a co-developer. I'm a novice at the program at best, and was wondering if anyone would care to help me write the code for the game. The game is still in early Beta, the sprites and images are still being worked on by Bobby Burton (Please login to see this link.). Anyways, I have a few kinks in the engine and was wondering if someone more adept at it could help me build it. I'm looking to make a commercial profit of the game (Sell it for anywhere between $10-$5) and offered 20% to Bobby, 50% to the music and sound artist, 10% to me, and 20% to anyone who would care to help program. If anyone would care to help, please message me. Thank you, have a wonderful day.

    So, I have a slight problem. I have difficulty with creating enemies and a defense engine in my game. Here's the issue:

    I have the Player, and Group.0. The player has two values that are giving me grief: HP and Damage Resistance. Group.Enemy has Attribute Value B- or in the objects case: Damage. My goal is to make it so when the player gets hit by an enemy and the enemies Damage is higher or equal to the Players Damage Resistance, it will subtract Damage-Damage Resistance from HP. Here's the code:

    Colision Between (Player) and (Enemy); When Damage Resistance (Player) is <= Damage (Enemy); Only Once When Event Loops; Speed (Enemy) > 1: Subtract (Damage - Damage Resistance) from HP; Bounce (Enemy); Set (Enemy) Speed to 32; Set Direction to Dir(Enemy)-16

    The AI for the enemy is as follows:
    Enemy is a Bouncing Ball Object. It has the following values: Attack Counter, Burst, DistanceFromPlayer, Sight, Base Speed, Actual Speed, Damage, and HP

    Always: Set DistanceFromPlayer to Sqr((X("Enemy")-X("Player)) pow2+(Y("Player")) pow2)
    Ever 00"-01; Speed of Enemy > 0: Sub 1 from Actual Speed
    Attack Counter of Enemy >= Burst (Enemy); DistanceFromPlayer <= Sight: (Enemy)- Look at 0,0 from Player; Set Actual Speed to Base Speed; Set Attack Counter to 0
    Always: Set Maximum Speed (Enemy) to Base Speed (Enemy); Set Speed (Enemy) to Actual Speed (Enemy)
    Every 00"-01; DistanceFromPlayer of (Enemy) <= Sight (Enemy): Add 1 to Attack Counter (Enemy)


    The issue is every time the two objects collide, it subtracts a randomized number from the HP of Player. I've been trying to figure this out for about a month. Please help.

    So, I'm attempting to make an engine where enemies are able to detect the proximity of a player without the need for a secondary object. The items I have in frame are "Player" (and Eight Directions Object), and "Enemy" (A bouncing Ball Object)
    Enemy has the following attributes:
    A- XPos (Enemies X Position) - 0
    B- YPos (Enemies Y Position) - 0
    C- XDet (Players X Position) - 0
    D- YDet (Players Y Position) - 0
    E- Sight (Range of sight) - 80

    The code I have is:

    >Always: Set XPos(Enemy) to Abs(X("Enemy))
    >Always: Set YPos(Enemy) to Abs(Y("Enemy))
    >Always: Set XDet(Enemy) to Abs(X("Player))
    >Always: Set YDet(Enemy) to Abs(Y("Player))

    >When Enemy's (Abs(XPos("Enemy")-XDet("Enemy")) <= Sight("Enemy")
    >When Enemy's (Abs(YPos("Enemy")-YDet("Enemy")) <= Sight("Enemy"): Start Enemy

    The goal is to make it so when Player is within 80 pixels of Enemy, the enemy will start. I have counters that show both the XPos-XDet and YPos-YDet in-game, showing that the equation isn't the problem, but it still won't respond to the "Start" command unless I do some arbitrary random movement. Please help.

    So, I'm trying to make an object similar to Splash Woman's shield from MegaMan 9. I want there to be an offset, so I'm using the ellipse movement. The problem I'm having is that I can only ever have one ellipse movement object at a time, and when I try to spawn more in, it creates a static ellipse object instead of an active one. Here is the code:
    Start of Frame: Create, Clickteam Movement Controller at (Arbitrary X,Y Location)
    Start of Frame: Set Object, Shield
    Always: Set Object, Shield; Set X Centre X(Player); Set Y Centre Y(Player)
    Upon Pressing W: Create Object, Shield; Start, Shield; Set X Centre X(Player); Set Y Centre Y(Player)

    Again, the issue is it creates a static Ellipse object where the player is standing, when I want it to create an independent ellipse object that rotates around the player with the one I created at the start of frame.

    Any Ideas?

    I'm trying to make a pet simulator. I'm trying to make it so every hour, despite the frame, or if the computer is on or not, it subrtacts 1 from a value. I'm trying to toy around with the clock tools, but I'm having no luck. Any tips would be appreciated.