Posts by vSv

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.

    This reminds me of my old project called Super Mario Bros. Fusion.
    I mostly wanted to say that I never got any mail or letters, or any form of DMCA, so I don't know why someone would try to take this one down. Then again, I never released that game to the public.

    Could be a fun side-project for me, but I don't have much time to put into such a thing as most of my time goes towards my own project.

    I take it the main .mfa would be available for everyone interested in contributing and that you would be putting stuff together since not everyone can work in the same file at the same time like it's some Google Docs document?
    Also, one worry is that it could become a huge mess with lots of people coding completely differently and potentially adding major bugs. I mean, it's hard enough to make my own engine work mostly bug free, I can only fathom how hard it must be if there's more than one coder adding stuff into the file.

    Compare two general values doesn't scope at all. That's what it means by "general" (as opposed to "specific")*. Though the new (in v294) feature Compare expression to a value does scope. It's basically the same as Compare two general values but with scoping. (You access it through the actions of a particular object, not through the Special Object)


    * Though Compare two general values will inherit scoping from conditions that are above it. But the condition itself doesn't affect the scoping for conditions or actions below it.

    Thanks for telling me, that will probably come in handy at some point. I would probably never even have experimented with that since the name made me first think it had something to do with other stuff that weren't value-to-value-specific, and instead for specific things like text strings or math formulas.

    Thanks a lot! It worked! :D

    This is really weird, I thought I did the exact same thing when I tested it earlier. Although, I used the "Compare two general values" and that didn't work at all. On another note, these events look exactly the same when viewing the code from the event list editor, making it even harder to figure things out.

    I have a bit of a problem making my code work. It feels like there should be a really simple solution to this problem but I just can't figure it out.

    I'm trying to create an equipment system for necklace pieces, this is kinda similar to the charms equipment screen from Hollow Knight.
    In the necklace menu, each necklace icon have a set alterable value called "Value Necklace Piece" depending on what it is (for example, Value Necklace Piece = 1 is a white clay heart).

    I also have three global values called "NECKLACE SLOT 1/2/3". I can use this system to transfer the alterable value "Value Necklace Piece" to the global value "NECKLACE SLOT 1/2/3" without any problem. However, I want to change the direction of every necklace piece that has been equipped by the player. And this is the problem I would love to get help with.

    As you can see from the screenshot, the green marked code works while the red marked code doesn't. I'm trying to change the direction (graphics) of the necklace pieces whenever the global value "NECLACE SLOT 1/2/3" is the same as the alterable value "Value Necklace Piece".
    I'm aiming for as little code as possible to not bloat things, and I reaaaaaally don't want to create one of the green marked codes for each necklace piece as I will have more than 20 necklace pieces in total.


    Any idea why the red code doesn't work, and/or what I can do to make it work?

    Please login to see this attachment.

    Seems a loading issue.
    Check if you enabled play from disk or optimize audio?

    I couldn't find anything about "play from disk" but unchecking "Optimize 'Play Sample'" might've actually improved things! I have only tested it a few times, but it seems to be much more coherent and less stutter now.

    Still, some built in function like "play sound Y after sound X has ended" would still be a helpful addition to the software and make things easier, for example if the first track wasn't ending on a flat second.

    Thanks a lot for the help!

    Hey

    I have a problem with my game that I would love to get some help with.

    In my game, there's always two music tracks for each level; one "intro" part of each track and one "loop" part. The loop music is working as intended as I can easily choose to loop the track, and when it ends it loops perfectly from the beginning. No problem here.

    However, there's a problem when trying to make it perfect and starting the loop-part exactly as the intro-part ends. There's usually a bit of a stutter when this happens, indicating that the tracks aren't perfectly aligned. This seems to happen kind of randomly and sometimes theres a larger stutter and sometimes there's less stutter. I have coded things so the "On group activation" event happens when the timer is exactly at 0 and that the loop should begin when the timer is exactly 24000 (which is equal to 24 seconds) as the intro is exactly 24 seconds long.

    What can I do to improve things? Is there any innate way to start a new sample exactly as another sample ends, like with the music? If no; why not? Or are there any extension for this? I think this would be something really handy to implement into Fusion.
    I'm thinking since there's already such a thing for "music" it shouldn't be too hard to implement something similar for "samples" as well?


    Here's my code for the music:
    Please login to see this attachment.

    Here's an in-game video with the problem (minor stutter at ~35 seconds):
    Please login to see this media element.

    I've not been able to launch CTF+ from Steam as of today. I get the following error:

    Please login to see this attachment.

    I've tried to verify the files on Steam and I tried turning off the antivirus, but this didn't help. I'm sad to say this, but this version has only introduced trouble for me so far, and now I can't even use the software anymore it seems. I would like to go back to the last working version on Steam, but that's not possible?

    Build looks cool, but Kaspersky is hellbent that the mmf2u.exe is a trojan (UDS:Trojan.Win32.GenericML.xnet) and as such Kaspersky deletes the .exe everytime I try to run it.
    I'm also having problem launching the software from Steam even when Kaspersky is paused and Steam says "Clickteam Fusion access is denied (0x5)".
    I've got it running once, but it's kind of problematic as all CTF settings were reset, it seems, and also, Kaspersky quickly deleted the file as Kaspersky unpaused itself.

    I've recently added a darkness system to my game, which works together with another gradient-transparent object to create a "light radius" effect.
    Basically, the player and most normal objects are placed on layer 10, and the darkness/light radius objects are placed on layer 12 as this layer uses the Subtract effect.

    However, my problem occurs when trying to pair the "light radius" objects with stuff on layer 10. For example, when the player is activating a checkpoint, the checkpoint starts burning, and as such, I would like to create a light radius object on layer 12 directly over the checkpoint. So far, everything works well as it's simple enough to just create the light radius object when the player activates the checkpoint. However, when another checkpoint is activated, the earlier checkpoint stops burning to indicate that it's not currently active.

    My problem now is deleting the old light radius object. How can I do this in some good way? I can't really check for an overlap condition since the objects are on different layers, and I can't figuer out how to pair their ID's since the checkpoints and light radius objects are created at different times AND on different layers?

    Help would be greatly appreciated!

    could you post a mfa with just your samples and problems explained?

    Sure thing! Sorry for the delayed answer. Here's a file with my problem, replicated as best as I could make it: Please login to see this attachment.

    As you can see in the file when opening it; you can press the N/U-buttons to select which version of the music to listen to, and you can change the master volume without any problem.
    The troubles occur when trying to change the music/channel values as both versions will now be playing at full volume at the same time (I guess?). Even though I've specified that I only wanted to play the specific samples at volume 100 or 0 as I press the N/U buttons.

    NaitorStudios Yes, that's exactly it! Sorry if i worded my problem in a really bad way! The channel and sample overrides each other, that's the problem I'm having.

    I would love to get a DM with the example, and also, better yet, test out if you're making an extension since I guess that would be very handy to have and maybe easier to use.

    I have somewhat of a problem here:

    I have an options menu where I use global values for; Master Volume, Music Volume (Channel 31 and 32) and SFX Volume (Basically all the other channels).
    These are all coded into Global Events.

    And this worked just great until recently when I tried to get two similar tracks of music play at the same time, but with different volumes. The reason for all this is that the sample on Channel 31 is playing the normal music while the sample on Channel 32 is playing an underwater version of the exact same track. So, whenever the player gets into a puddle of water, the volume on the sample on Channel 31 should be set to 0 and the volume on the sample on Channel 32 should be set to 100, and vice versa for not being in water.

    The thing is that this doesn't seem to work, at all. The code for the Music Volume which is adjusting the volume on channel 31 and 32 seems to override the sample volumes. Also, I tried to switch things around and inverse the code so that the global values in the Global Events would change the volume of the samples and that the code in the Event Editor would change the volume of the channels, but this didn't work either.

    It seems to me that there is no way that I can adjust both the Channel Volume and individual Sample Volumes when they are on the same channels?
    If so, and in my humble opinion; this shouldn't be the case at all. I think that the Samples should be allowed to have their own volume adjusted and that the Channel volume should be like some sort of master volume for all the samples on that channel.

    In any case; is there anything I can do to fix this problem, that is, to have two tracks playing at the same time while muting (not pausing as that would mess up the samples perfect synchronization) one sample as the player is in/out of water? Or am I forced to remove the option to allow the player to adjust the Music Volume alltogether?

    Thanks Vetmora! Didn't notice your comment until now either, haha...

    The project is not abandoned, but I haven't worked on it just as much as I'd wished because of studying, taking care of the children and such! Even though I haven't updated this thread in a long time, some updates can always be found on my "The Daily Click"-link, some other updates are posted on Reddit and Twitter.


    Since my last post, there's been plenty of big and small updates, here are some of the more noteworthy changes:
    • Added healthy and poisonous mushrooms which the hedgehog can eat to restore health or gain Voxerite.
    • Added a poison system which allows the player to take damage in intervals. Poison can also be stacked.
    • Added treasure chests, which at the moment only contains Voxerite gems.
    • Added a breath system which allows the player to hold their breath when underwater. When the breath meter is empty, the player will take damage until either dead or above water.
    • New ability for the fox: Ravens Escape. This allows the player to boost upwards while also damaging enemies.
    • Added trampolines.
    • Added a Slow debuff.
    • Added a Cold/Heat system which slowly makes the player freeze to death unless they find warmth sources.
    • Added many new animations to all playable characters and some additional effects such as a transfer screen effect.
    • Added a magical Whistle ability for the fox. This is working kind of like the ocarina in Zelda and will also allow the player to do similar magical things.
    • Added two Quick Menus. One for items and one for character swapping.
    • Added a working map.
    • Added a guide NPC that will tell the player where to go in case the player can't figure it out themselves.
    • Updated tileset for the Dark Forest and the Toxic Bog.
    • Added a graphic option which lets the player use a NES palette instead of the default custom palette.
    • Tweaked and improved the camera system a lot. It will now also scout ahead if the player is running or falling.
    • Added the third playable character, the bear cub Ai. This is the games fighter and instead of jumping on enemies to kill them he can attack them with his claws.
    • New ability for the hedgehog: Extended Spines. The player can now extend the hedgehogs spines. This will hurt enemies and is a great counter for enemies that attack from above.
    • New ability for the fox: Glide. This allows the player to soar through the sky and reach new places.
    • Added a small store in the swamp where the player can purchase some things for Voxerite.

    I concur that you really should use the Event List Editor as there is no way for us to know what's going on in the picture.

    Anyhow, I've included two prt-scr's on how I handle dying enemies since I also use a qualifier for my enemies. I hope that this can be of some help as this works perfectly for me.