Posts by Sephirenn

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.

    There are a ton of ways to do this, so you would need to provide more detail. But one simple way is to use an INI file. You would save the gold accumulated as a value in the INI file, and then when the player opens the store (in a different frame?), you load the gold value out of the INI file and into the frame for use.

    Another even simpler way if you just want to quickly prototype, is to use global values instead of an INI file.

    PS - You would also need to use the INI file / global value to track what the player bought between frames.

    The simplest method I've found is that you put all of you events into a group, and then put your paused events into another group. So when you click the pause button, it de-activates your main group and activates your paused group. And visa versa (though you will need a toggle of some kind so both events don't trigger at once if your pause button is in the same spot on both screens).

    The annoying part about this method is that if your objects have behaviors or built-in MMF movement that are not run directly based on events, you will need to make sure to pause these objects during the pause screen also, as disabled a group isn't going to affect them.

    With the new forums I was unsure where to put this. Also, I reported it in the bug tracker over a month ago. Can someone confirm that this is being looked at? Or is there a way to tell in the bug tracker if Clickteam is fixing this?

    When the "Smooth Resizing" checkbox in the "iOS Options" menu is unchecked, it causes the entire app to chug (very slow) when tested on an iPad (but does not cause issues in the MMF emulator). I've made a super simple MFA that demonstrates this:

    Please login to see this link.

    Can Clickteam PLEASE take a look at this? I haven't heard a peep on this yet. The alternative, changing frame size and enlarging every single graphic I've made and re-coding, is obviously not a realistic alternative.

    Would someone mind responding to this issue? I was hoping it may have been fixed in 2.5 but that was not the case. I also opened a bug in the new bug tracker but it doesn't look like the bug has potentially even been looked at in the last 25ish days.

    The example file above still causes the same issue (remember, this is on the iPad, not in the MMF emulation). Thanks!

    And I found a solution (posted below just in case anyone else runs into this thread).

    The answer is to hold an object's position in an alterable value, and adjust that with the trig statements. Since alterable values can hold decimals, it keeps your position accurate. You implement this by just always setting the position of your object to that alterable value.

    For some reason this is not working for me. When I move my person down and to the left, he's not moving at a 45 degree angle, and he's moving very slow. I'm using a speed of 2, but when I switch it to a speed of 4 it doesn't change. Does this have anything to do with the fact that I'm trying to move an object a fraction of a pixel?

    XPos = XPos + (Speed*cos(angle))
    XPos = XPos + (2 * cos (225)) which equals -1.41

    Am I doing this wrong?

    Hello,

    I posted this in another forum, but it looks like this might be the right place to put it. I've noticed that when testing on an iPad 3, when you turn off 'Smooth resizing', you take a major hit to your framerate. I've reproduced this in a very simple program, which I'll to in this post. When you click on the left or right arrow box, it moves the diamond. With smooth resizing off, the diamond chugs and stutters. But with smooth resizing on, the diamond slides across the level like it should.

    Is there a way around this right now? Am I missing something completely? Or is this an actual bug?

    Please login to see this link.

    Hello,

    I have a VERY basic prototype that I am testing on my iPad 3. It's a throwback to 16-bit graphics (big surprise).... and I noticed that I had "Smooth Resizing" on. Well, when I unchecked that box, all of a sudden my game chugs along at like half speed.

    I have the fps set to 60, and I have VSync on. Any idea what this could be from, or how to fix it? I'm using R258.00.

    Is there some setting I need to change if I'm going to turn off smooth resizing?

    EDIT: I just updated to version 258.0 and it did not make a difference.

    PLEASE IGNORE

    I solved it by using flags right after I posted this. How embarassing! I guess alterable values are finicky for this situation so the switch to flags worked!


    Hello,

    I've had this problem before, but unfortunately the solution this forum gave me only works for a toggle. So here it goes again.

    I have a menu, and when you press 'W', I need the selector box to go up ONE spot, not more than that. Here's a diagram of our example:

    0
    1
    *2

    And the buggy code:

    Presses W
    + location value is 2 (using an alterable value to track)
    =position cursor at 1 & set location value to 1

    Presses W
    + location value is 1
    = position cursor at 0 & set location value to 0

    So what happens is it triggers the first code as true, but instead of stopping, the first code actually makes the second piece of code true also, so it processes that also. The result is a cursor that jumps up two spaces, instead of one, when you press W.

    I can not figure out how to fix this. I've tried using a secondary alt value to set to 1 when you press w, and making sure that that value is 0 when w is pressed. then at the end of everything setting the alt value back to 0, but it still doesn't work.

    Any help with this will be greatly appreciated. It's been a constant pain in my side. Anything I try ends up in the same spot where the second set of code always triggers because the first set always results in triggering the second set.

    Hello,

    I'm running into a problem. I'm trying to create HP counters that appear over an enemies head when you shoot it (like in Borderlands). After a half second or so it disappears. These are my current events:

    I've given the damage counter path movement with one node that is 20 pixels straight up (speed 10).

    Bullet collides with enemy -> CREATE damage counter, set damage counter to "10"
    damage counter reaches end of path -> destroy damage counter

    Unfortunately, when the damage counter reaches the end of its path, it destroys ALL damage counters, not just the one that reached the end of its path. I feel like when you use active objects it will select just the ONE object that meets the criteria...

    Does anyone know a way to fix this?

    I think I may be going crazy, but I tried this in a new mfa and I still couldn't get it to work. Am I missing something painfully obvious?

    I have an object. When the user clicks on it, it should play a 4 frame animation, and then stay on the last frame.

    When a different action happens (a different button is pushed), I want the original object to go back to frame 0 and not play its animation until it is clicked again. In order to make this easy to explain on here, I made the following simple events:

    1) I made an object with 4 frames of animation, and set it's animation speed at 0 (no looping).
    2) Event: "Timer equals 2 seconds -> set animation speed of object to 50"
    3) Event: "Timer equals 4 seconds -> Force animation frame of object to frame 0"

    For some reason, event "3)" does not work. The object just stays at its last frame of the 4-frame animation. What the heck am I doing wrong?

    I could be wrong because this sounds a little too easy, but why not just make a new 'item' that has the correct answer.... So:

    [Questions]
    1 = How many pieces in a dozen
    2 = How many pounds in a ton
    ...

    [Answers]
    1-1 = 10
    1-2 = 12
    1-a = 2
    2-1 = 2000
    2-2 = 1000
    2-a = 1


    You pull those in and stick 1-a/2-a into a value holder of some type, then check to make sure that's the one they picked.