Posts by Monokkel

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.

    That would be awesome, nivram! If you want to send them by e-mail my address is knuteiliv@gmail.com, though maybe it would be better to create a download link to dropbox or similar, so other users with the same problem can be helped by this thread in the future.

    Edit: Just to be clear I've spent quite some time searching for these files already, and all old download links I could find seemed to be broken.

    Klownzilla: Thanks for the tip. That's very useful to know, but now that nivram has offered to send me the extensions I'll go that route instead.

    Hi clickers! Up until a bit over a year ago I was working on a large project in Multimedia Fusion 2 called Wizard's Tournament. I had worked on it for a couple of years and had made lots of sprites, sound effects and music. A year ago I downloaded Unreal Engine to test it out, and I ended up spending so much time on it that I stopped working on my old MMF project. I have finally decided to scrap it completely as I don't have the time to work on both projects at the same time. However I would very much like to use many of the old sprites, sounds and music for my Unreal Engine game.

    The problem is that I used a lot of extensions, and some of them do not seem to be availible anymore. I was able to find every extension I used except for the Associative Array Object (AssArray.mfx) and ForEach (ForEach.mfx). I therefore humbly ask for assistance to prevent a lot of work from going to waste. Does anyone know of where I can get these extensions now, and if not, how I can access the files I need in my MFA file without having every extension installed?

    By the way, if anyone wants to try out my half-finished game it can be downloaded here: Please login to see this link.

    Very well made indeed! You have really captured the feel of a true NES game, and the visuals are very charming. I have a small question, though. Is it intentional that it is possible to get an unlimited amount of coins by entering and exiting doors and killing the same enemies over and over? I know of a few NES game where similar things would be possible, so I think it's a valid design choice if it is intentional.

    I'm making a shooting game that is made to be played windowed. The player moves the targeting cursor with the mouse (With the mouse cursor turned invisible, and the cursor following the mouse using behaviours), and fires by right and left clicking. The game is quite hectic, and the player will usually be moving the mouse around a lot, and is therefore likely to click outside the application, making the executable lose focus.

    The mouse controlled movement seemed perfect to remedy this, as it forces the mouse to not leave the bounds of the window. However, clicking with the mouse does not register when using the mouse controlled movement. I tried using the mouse object to force the mouse back when it is outside the window, but it is a bit awkward and choppy, and seems unnecessarily complicated. Does anyone have any good way to force the cursor to remain within the bounds of the application, or if not to prevent the application from losing focus if the player clicks outside the window?

    Thanks in advance for any help and suggestions,

    No problem. I'm afraid I don't think I can offer much more then, if that's not the problem. One more detail is that I think I only noticed the objects getting jumbled when I tried moving an object in the event editor, though it didn't happen 100% of the time. That's obviously not something you can do much to avoid, but it may help to narrow down what's actually triggering the objects to get jumbled.

    Good luck. I hope you can find the cause.

    Thanks. I'll be paying extra attention from now on, and maybe I'll identify what's causing it the next time it happens.

    Do you know how many objects you have in the event editor? I had an issue a while back that sounds similar to what's occurring with you, where objects were getting jumbled around and moved out of their folders. I eventually learned that it was due to me having too many objects in the frame. I think 2,000 unique objects is the limit before things start to have problems.

    With me, my biggest problem was that I was using individual counters, rather than alterable values or arrays. In any case, this may be completely unrelated to your problem, but if you have a lot of objects, it sounds like a possibility.

    Don't forget, for any of the objects that you 'create' using the 'create' action in the event editor, you can then delete them from the frame. They will still exist in the source as they have to be created at runtime. Less clutter for your frame, it may also help with the odd jumping out of folder behaviour too.

    Thanks for the tips, but I'm quite sure this isn't the issue here. I do actually have very few objects in the frame editor, as almost everything is created at runtime, and so I need very few objects in the frame.

    This issue only happens rarely, but is is terribly annoying when it does.

    I'm making a quite large game where everything is run in a single frame. As such my event editor is cluttered with a lot of active objects. I have organized the objects in folders to make working with events less confusing.

    Unfortunately serveral of the objects refuse to stay in the folders for long. After working with the game for a few days about 40 of the objects are suddenly removed from their folders, and I have to manually drag all of them to the correct folders again.

    I can't see any pattern in when this happens, or what kinds of objects do not stay in their folders. Is this a known issue, and does anyone have any idea how to solve it?

    As a second question, does anyone have any tips on how to organize a large number of active objects as my game continues to grow?

    Thanks in advance for any suggestions.

    You could create a road backdrop object in a separate layer, select "wrap horizontally" in layer options, and scroll the layer, perhaps? If the road's animation already repeats itself along the 960px witdth you could also consider making it a quick backdrop.

    There are four ways of doing this that I can think of. Each with different pros and cons.

    1) The "Simple Mask" shader does exactly what you're asking for, but as Pixelthief noted it's GPU-expensive, and requires HWA.
    I use the shader-method myself. Partly because I'm lazy, but also because you can have the colour fade back to the regular colours if you want. If you use HWA and you are only using this effect for a few objects it really is the simplest solution.

    2) You can change one specific colour on your active object in the event-editor. If you create an even where you specify all the different exact colours in your active object and change them to a different colour that would do the trick. But this is only viable if you have a very small colour pallette on your active object, and even then it is time-intensive.

    3) You can create a single animation where the object flashes in your selected colour. This would only work well if your objects animation is static or nearly static, though. If your object is animated through events this would be the way to go.

    4) You can create a different complete animation for every animation the object has, identical in every way sans colour. Then you could specify the animation and frame in the event editor. Example:
    ---------------------------------------------------------------
    "Bullet" overlaps "Hero"
    + Animation (dancing) is playing

    = Set alterable value A("Hero") to Current animation frame("Hero"), Change Animation of Hero to (Dancing red), Change animation Frame (Hero) to alterable value A("Hero")
    ---------------------------------------------------------------
    Doubling the amount of animations would of course increase the size of your game though, and I really have no idea how expensive this would be in terms of GPU.