Posts by TJ

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 upgraded to latest ios on my iphone, latest OSX on mac, and have xcode running fine. However, my application is forcing to portrait orientation on the iPhone! Is this an iOS 6 issue, or something else?

    What other 'fixes' are required for iOS 6?

    EDIT: Actually, this landscape issue is on the MMF2 side. In 5.1 simulator my app displays in landscape fine, but in 6.0 is goes to portrait. Damn! Today I was due to start testing my game on iPhone!

    Here's hoping for a fix pronto. In the meantime, anyone know how to rollback an iPhone?

    Konidas - that is perfect, thank you!

    Oruga - good tips, thanks.

    Now, is there any possible way to edit array files outside of MMF2? Ideally I would be able to just write the text to the array, and then load it in game - that way I have all the text in one place and don't have to go into the code to edit it. I think it's not possible - every editor I open the array files in corrupts it. It's not essential - I can work from strings in-game - but it'd be nice!

    Thanks for your help on this. The game is now announced! Please login to see this link.

    The next thing I want to make sure I have right is the typeface and how I'm controlling it. Currently I'm using multiple strings - unique ones for each puzzle - since unless I've mistaken something storing all text for the whole game in one object with multiple paragraphs would be hell to edit. I'd have to leave room for each and every line, since there doesn't seem to be an insert option, I'd need to keep track of where each dialogue started and ended... sounds like a nightmare.

    However, now I'm concerned that I don't have global control over typeface. I can set all string objects to a certain font during runtime, but that doesn't help me for editing. Is there a way I can change all properties globally? Seems crazy to move ahead without the option to change my font at a later date.

    On a related note, can anyone tell me anything about font licensing? I'm shooting for iPhone and PC. Are all fonts included in MMF2 compatible with iPhone? Is there a way to import free fonts? Are there any that are cheaper in the MMF2 package?

    Thanks for your help!

    Tom

    Hi all,

    I'm beginning to explore extensions compatible with iOS exporter for my next project after ir/rational. I have a couple of questions, if I may.

    - I'm using the string parser 2 object; it says iOS exporter allows for String Parser - does this cover SP2 also?

    - How do I remove the final three characters and/or the last three characters from an alterable string?

    - I'm having problems with immediate IF. I can get the boolean functions working, where either 1 or 0 is returned, but keep getting syntax for the compares that can return different values. here's an image:

    Please login to see this picture.

    Can you tell me what I'm doing wrong?

    Thanks,

    Tom

    It's the same in all browsers.

    orugo, could you please clarify for me? I have a flash object, and Iin event editor saying 'Open URL > Please login to see this link.'. It works in the editor, but not online.

    I can see anywhere anything to do with Set URL or Add Listener...

    Thanks for bearing with me!

    Thanks for your help!

    For a text-based puzzle game, wouldn't having a single global string mean storing an awful lot of text there? This would make testing a nightmare. The reason I went with images last time was because the different ways computers render fonts makes integrating the interface so locsely with the text a chore. With all texts in a single string it becomes even more convoluted.

    Also, with strings there no ability to format individual words. I'd really like to highlight the operator words in a different colour...

    I'm also mostly thinking about iOS development rather than only flash.

    I do appreciate the idea, though, I'm going to give it a whirl! And global objects for other elements will be awesome.

    Hi all,

    I know this is a newb question, but I've done a search and not turned up anything.

    I know the resolutions for iPad and iPhone - but which should I develop my game in if I want to hit both? Will using the higher res and then exporting for iPhone in a lower res mean the iPhone version is larger than it needs to be?

    Thanks a lot,

    Tom

    Hi all,

    I've just released my new flash puzzle game, ir/rational redux, on newgrounds. I'd very much like to do another, but first I want to start my code from scratch and build it so that it's actually time efficient to just slot visual, text and puzzle content in later.

    If you'd like to help, it'd be great if you could take a look at the game (no need to play through, you just need to see a puzzle screen to get the idea).

    Please login to see this link.

    I'm currently puzzling over how to handle puzzles in the game. In the current version I just have a whole hell of a lot of image files, and I cycle though the animations on those to display different text screens. This is obviously a really backward way of doing it and I need something better.

    What's the best thing to do?

    I might want to be able to call any puzzle from a single puzzle level / screen, since otherwise if I had a different level for each puzzle it might take me a long time to go through each level updating art art assets etc. Of course, perhaps there is some smart way to avoid such problems? Is there some obvious method I'm missing for having sort of a template level which I can just update and have changes automatically accross the game? That's a pretty newb question I guess.

    I'd also prefer to be able to call the texts from an external document so that I can just edit that document (and use spell check!) in order to edit texts accross the game. Would aiming for an iOS version in any way change the sorts of documents I can reference, and how would I go about doing it?

    Will having to program in a text parsing thing that turns lines in a document into dialogue spoken by one character or another be a bigger challenge?

    Also - I've just been bought the full version of MMF2 by Jayisgames. Is there anything important in MMF2 Dev that I'll regret not having for this sort of game?

    If anyone cares to take a look at the program file I'd be happy to mail it to you.

    It amazes me that I've gotten this far with such basic knowledge, so thanksfor any help you can offer!

    Cheers,

    Tom

    Argue the toss in a twisted tale of logic...

    In ir/rational you complete, create and discredit arguments by selecting propositions and filling in the blanks. It's a puzzle game based on propositional logic, and a graphic adventure all in one - only here you don't so much need to escape the room as prove why you'd even want to.

    - Unique, language-based argument system: formulate logical proofs to progress through the game

    - Dark philosophical comedy by Tom Jubert, writer of Penumbra, Driver: San Francisco and FTL.

    - 10 screens and roughly half an hour of intelligent, challenging and inventive gameplay

    - Musical score by award-winning composer Mikko Tarmia

    Please login to see this link.

    Made in GF2 Newgrounds Edition.

    Please login to see this attachment.Please login to see this attachment.

    Hi all,

    You guys have been invaluable to me so far, thanks in advance for any advice you can give me on this one.

    I'm finally coming towards the end of a project (this one, if you're interested: Please login to see this link.) and, having been away for a month, I've come back to find that my newly uploaded .swf is being cropped when I play it on newgrounds.

    The GF2 resolution is set to 720x480, but when played on newgrounds the right hand side is being cropped off. Previous versions of the game are doing the same thing, and I'm 90% sure they weren't previously, which suggests to me something's changed at newgrounds...

    Any ideas?

    If you need any more info please just let me know.

    Thanks!

    Tom

    EDIT: This only seems to be happening in Firefox... hmm... Time to download chrome I guess ;)