Posts by NastyMan

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.

    I kinda feel uncomfortable with the fact I didn't think for the sake of other people, and made these NastyMan games 20 years ago because of personal issues. It is not looking good for the image of these multimedia and games production tools of Click-Team... I know you can create almost everything 2D using these products, but I am kinda sorry for being offending so much with these games, I tried to make myself look ugly but didn't took in a consideration that I make others include these who made the software to have a bit of an ugly, filthy image as well...

    Still, I can relate it is used to be a tool for beginners as well. Everyone can make a game with Multimedia Fusion and if we remember the terrible start of the Click Products it had Klik And Play which was a very amateur tool, so this time, I want to apologize on my side that I didn't think on the behalf of my peers and others as even a free game sets the image of a company which it's projects made by it's software and products.

    I am sorry, Click-Team. Have my apologizes please.
    Since then I created other games along the years, It is too bad that they never got popular.
    Regard to my Bitcoin Extension threat which I made, it might look a bit in contrast, Yes, I know. The NastyMan series inspired others along the process to make games and has proven that everyone if not almost everyone can come up with ideas.

    As for the game, it had references to Little Big Adventure and the children book: "The Little Prince"... It is awkward in the levels the "Angry Video Game Nerd" and "Rick and Morty" that are present of today, the later once is mocking "Back to the Future"... Still, I regret making these games. I had to put more on the Bisoujo beautiful heroines side, but make them inspiring more than offensively intriguing.

    I would like to have a peaceful version of Bomber Man or good appealing version of Pacman at my develop instead! Therefore, have my sincere apology, Dear Click Team.

    I do not plan to do more than a friendly Bomber-Man or a Pac Man game let us say, but to unlock the in-game full version you operate a bitcoin transfer that goes to the user wallet, so therefore, once it receives the transaction it allows the unlocking of the full game. Bitcoins are not for Casino purposes only! Many free spirited organisations accept Bit-Coin as a legitimate transaction. For example, When you donate to a life saving organisation like "Invisible People" that support homeless people, they accept Bitcoin transfer as a method to help and aid the homeless people. Many pro-activist use it.

    I would like to offer a 10 stage demo of a Bomber-Man type game and then let the buyer unlock 50 more levels with a Bitcoin or Doge-coin transfer. Then, I could either use it to shop at Shop Doge website, or donate the alternate currency to a life saving organisation or just spread gifts to random people who want doge-coins on their account to feel good with themselves... Not everything is used for drug dealing, Yes, I am the NastyMan, but I am Nasty for the reason I use awkward methods in a legit way or... In case of Multimedia Fusion, Using a legit tool in an awkward way. I am not interested in breaking any of the efficient laws that used to protect citizens. Using something in a way is not considered normal doesn't say it is necessarily bad but may be even useful for you. Therefore, I let myself be known as the NastyMan, as well if you ask.

    (And yes, I regret making these games. I want to make a regular Bomber-Man this time, and even using no bombs at all!)

    Since the 80's when arcade video games has been first produced you could notice that in many games there is the graphical object itself along it's virtual borders. Every object had it's detection box, Sometime an object could be much bigger than the box itself and that could let you for example to move a big vehicle or a an attacking giant walking in a maze in a way that it will collide with other objects only in it's detection box borders.

    Up to this point, in order for a user to make an objects with a smaller borders than the object itself you had to create a small dummy object and set the condition of set X and Y of the graphical object to dummy. That way you could make a 64x64 car for example move in a maze that has a path of 32x32 as the dummy object was a 32x32 size and over it your could connect by that specific condition the graphic part of the vehicle, or the giant or any other unit you would consider inventing.

    I suggest the option to include a box size for every active object that isn't related to the size of the object itself and can be smaller than the graphic part. Right now when I make a car of a size of 64X64 I cannot set it's border to be less than that, said like, 32X32 and having an in object virtual box that can detect collision could really aid to simple process and can save the use of actual conditions. Up to now the best I might decide to do is create another active object instead of background object to handle collision in a manner of, like If "Active Car" position X is lower than "Active Background" + 4 and If "Active Car" position X is greater than "Active Background" - 4, stop object or bounce object into specific direction, plus others conditions like the direction an object came from, I could have it pre-set in the object's parameters themselves. It would save time setting condition and could be applied a handle with background objects and I could use a single object without connecting it to a dummy object as well as in case of multiple object, having to worry to connect each dummy object to it's respected graphics by let's say, spreading numbers...

    What I can sum up is that you could have an option to crate an object in a specific size, like 32x32, 64x56, or any other desired size but set it's virtual size for collision to be smaller, as well as deciding where the area of the box is aligned compared to the object itself. As for example, a human which will collide with a wall only when the part of it's shoulders that are in the virtual box area collides with the background instead of starting of the head area... Or like, a 32x64 object but it's virtual box made for collision would start at 0x20 of said object and it's size could be for example 32x32, or any position and size I would like to set for it.

    Also, You could always make more than what I suggested by letting an object have multiple virtual boxes by using conditions. I guess that there can always be a special object for that which I do not know, but it is time to implement it as an optional possibility for the active object itself!

    I thank you in advance. If these who working on programming new features for future updates could consider it I can assure it will be useful for me and others as well!

    It would be good to have a cryptocurrency extension that let you either pay the player's wallet with bitcoins/novacoins/lightcoins/dogecoins etc' for completing tasks in the game or either let them pay you for example, in order to unlock the full version, donate you or buy upgrades in the game. Basically, it holds features like ask player's wallet address, pay X number of cryptocurrency, set to Bitcoin/novacoin/dogecoin/lightcoin and etc'.

    It would be good if someone could develop a cryptocurrency extension for MMF and CF2.5 as people could finally pay for a game in bitcoins and the kinds of.

    If Clickteam Fusion 2.5 doesn't have this feature to check that if Active is close to another object by X pixels then action, you can include it in the new Clickteam Fusion for the users!

    It will get turrets for example to shoot only if an object is close enough to their range! Please consider adding this feature to it even now!

    For example:

    -Distance of Soldier1 is close by X or less to Turrent -> Shoot bullet
    -Distance of Light3 is close by X pixels more to Battery1 -> Make light3 transparency ink effect value to 32
    -Distance of alien is close by X pixels to Detector -> Play sound Alarm.

    I hope that CF2.5 already has such feature because if not, then clickteam must add it under "distance to another object"!

    I tried to export my latest project but got it all blank! It just doesn't play the SWF I made out of my game.
    I tried this on other files as well with the new Click Team Fusion 2.5 and somehow it doesn't export my games into working files!

    I demand an aid with how to solve the problem! Please! It is one of the only ways I am able to make an income!

    If you see the attached files, for some reason it didn't made a working SWF out of it! Please! Help!!! I must get technical help with my software and the exporter!

    Is basically makes the job for starters more easily when making games, but to be honest, many of these features you could do on Multimedia Fusion 2.0 if you could just know the right mathematical formulas such as using Absulute Value, Cos and Sine and etc' and many even without that! It does saves you a lot of value use but still, with a very easy program you can make an object shoot X times in X seconds just by simple coding! I want to purchase an upgrade for it's fancy achievements on Steam and for it's low discounted price as I want to brag on my steam-page about how and what I do and already did with this line of softwares.

    Efficiency justify the low discounted price for me!
    If it wasn't discounted for owners of previous version then I wouldn't try to get an upgrade!

    Can anyone know how to program an AI in this Fox Hunt game, where the white pieces would co-oporate to trap the black piece?
    Here is the source, currently it is set that the white pieces move random, I want them to wisely & co-oporately trap the black piece.
    Please login to see this link.

    I would like to know how to do it please, thank you.

    Is this game, Qix/Xonix is possible to make with this kind of software and how?
    If not, is it possible on MMF2 and how is it possible, how do you code such a thing and if you ever coded such game with it?

    Click team must! But really must to fix a really disturbing thing which troubles me in creating a game.

    See, I have blocks that also collides each other because it is in a semi 3D like perspective, (Similar to games like Simcity 2000)... This view.

    The problem is, that when I click on an object to destroy it, it also destroy the object that is behind it, because Multimedia Fusion can't differ it from the other similar object. Both are Active1. The active1 at the foreground is destroyed along with active 1 at the background!

    I'm not making a simcity, but a simple puzzle game with unique perspective, but this really ruins everything, since when I click with the mouse on an object to destroy it, it also destroys objects at the back of it that collides.

    Please click team! You must fix it, and let the option to make an object, like Active1 for example to be destroyed alone when I click on it without the program refer to objects that the cursor touch as well but their part is not seen!

    I hope that you got what I try to say.
    A more simple example is when I have 2 monsters and one is infront the other so when I shoot one with a bullet I want the front monster to take the hit but not the monster behind. Like the front could cover these in back! It is important and until now it cannot be undone in Multimedia fusion! At least, not that I know! You must fix this! I really request that to be done!

    Many thanks!