I'm not sure this is appropriate here but i'm not sure what else to do. I would like to ask some questions about one of your Clickstore items at the least. If you dont mind please contact me? I found your website. sorry for the wasted post here. - I seem to be having trouble. If you do contact me thank you if not i will keep trying.
Posts by Darkechibi
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.
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.
-
-
oooh, yes. i think this is much closer to what im trying to do, i will see if it work in my game today but i nost appreciate the sample and your time, thank you so much
DC
Hmmmm... I think this will work, i am looking at it and trying to understand, and learn. so in the interest of learning if I can ask some questions. all the top level objects have a "myValue" but i dont see them referenced in the events. how and why does the system know what order to use... or is the engine doing something unseen? -
Thank you for the help. I'm working on a concept where the end goal is to have a variety of "verbs" displayed as icons. Each verb will either be part of the starter set or appear as gaps that need to be discovered or become available only at specific times.
I want the user to be able to scroll through the usable current icons if they have more than the screen can display. Not all verbs will be relevant in every frame, so irrelevant ones won't be included. The menu will run "always," but only when it is active. All other events in the frame will pause since this is not a high-movement game. It might evolve into one eventually, but for now, I'm focusing on getting a proof of concept.
I'm not a coder, but I have a good idea of what I want to achieve. I believe it's doable and expandable once I get the basic concept working. I hope eventually to get significant help to minimize coding on my part in the future, but for now, I just need a functional model—not perfect, just working.
Thank you for your assistance.
-
Im still struggling, i now have a clear question how and why are events 47 and 48 behaving differently, one is on keypress the other is on foreach loop, both should add to the value of the global value called iconPosX, and they do. But on keypress the icons show up and move themselves down (not correctly sorted) but they appear, on the loop... nothing from the initial state occurs. it feel slike the one event is moving too fast for the iconst to appear but i dont know how to get this to play nice, i feel like im really close, but have for days now. I really do appreciate any help, greatly. thank you
-
this is frustrating. I will again ask for someone to look at what I'm doing, I swear I think this ought to be working but I'm sure I'm missing something, perhaps fundamental. The icons seem to be sorting, but I cannot get more than two to appear
thank you again
-
I really do appreciate your time, I'm still working on it, I'm going slow and have not had a chance to do much, but I think I see what to do.
I do intend to try to stream line this, but this is not intended for an action game, these events will pause during sequences that would not need them in real time.again thank you
-
I'm trying to create a UI that can be dynamically shown, the goal is to use it to load many different groups.
I know this looks bad, but I'm overall proud of how it works, I hope its not too garbage of code, but thats the main thing I would appreciate, is there an easier way to do this, and the issue that is mainly currently stopping me is the "Friends.Group". the icons appear as i want but they change order, and i cannot work out a way to get them in controlled order. I'm not feeling my best so if you can help but something is too much to understand i will answer, please understand... I'm a terrible coder, i have little to no capacity for math, i tend to pick thing up as i see them work though them, Im guessing a lot. thank you for your time
DC
-
sorry for the double post
-
I've been messing around with Clickteam Fusion for years. I first found out about it in a gaming magazine from the 90s with a game about coconut monkeys, if I remember right. It took me almost a decade to get a copy, and when I did, I was totally lost. Math isn't my thing, so stuff like alterable values and loops were super confusing. But I kept at it over the years.
Recently, some big changes in my life have made me really want to create something. Dealing with illness and needing a change has pushed me to finally go after my dream of game design. I’ve got a plan—starting small but hoping to grow it into something bigger. Right now, I’m focusing on quest games, like those classics Kings Quest and Space Quest. I know there are many out there but I think its a good starting point for me
My user interface is almost done, and I’ve learned a lot about fast loops and for-each loops, though I’m sure my code isn’t the best. It’s working, but I’d love to find someone to help me review and improve it, especially if I can get some funding.
Despite guesswork, my UI is coming along nicely. I do have a problem with a qualified group overlapping the same group and can’t figure out how to get the objects to move the way I want. Asking for help here is a bit scary for me since I’m not the best communicator, but I’ve got some great people helping me organize my thoughts and that keeps the social fear down somewhat.
I struggle with social anxiety, but with help recently I feel safer trying to communicate. I’m really grateful for that. What I need now is advice on how to get my idea out there. Crowdfunding, Steam, and dealing with social and financial stuff freaks me out. How do I protect myself and show people what I’m trying to do?
Is there anyone that does code review for other folks?
Crowdfunding sounds like a nightmare for me because i dont like most communcation.
Is getting a game on Steam still worth it? I know It used to be a grand idea but again i'm out of all the loops. FinallyI have no clue about advertising. I can create ads and the content, but how do I get them out there and make people care? I'm pretty much a recluse, so I need advice about the world itself.
Thank you! Any advice or suggestions would be supremely appreciated.
Darkechibi (and Team)Thank you so much for the replies so far, I must say. this is going better than expected!
-
Hello everyone,
After a long hiatus, I'm excited to dive into something Finally with Clickteam Fusion. I've recently purchased the developer version and had a breakthrough in another project, which has reignited my passion for game creation. However, I find myself in need of some guidance and assistance.
As a first-time creator, I could really use some advice on both the business side of things and the technical aspects, especially since coding is a bit of a challenge for me. Here are a few areas where I would appreciate your input:
- First-Time Creator Advice: What are some essential tips for someone who is new to game development? Any business-related advice would also be greatly appreciated.
- Coding Assistance: I'm making progress with my ideas, but my coding skills are not the most elegant. Is there anyone who might be willing to review my code or offer some pointers?
- Studio Essentials: As an artist, I have a complete studio setup for asset creation, including music, story, art, and sounds. Are there any other essential elements I should consider for my studio?
- UI Design: While I feel confident in my game design skills, UI design is an area where I lack expertise. Any advice or resources on creating effective and engaging UI would be invaluable.
- Unconsidered Concerns: Given that this is a decades-long design project with ambitious goals, what potential concerns or pitfalls might I not have considered?
This is a one-shot opportunity for me, and I want to make the most of it. Your guidance and helpful suggestions would mean the world to me. Thank you for bearing with me as I gather my thoughts and seek your expertise.
Thank you and espeicially for your time
Darkechibi -
Ahh, i was able to fix my problem, it was a tow fold issue, one perventing the other, however the problem that I thought the ID issue was causing turns out not to have been caused by that issue after all. However I am not sure that my issue could not be solve through totally alternate approach so I would appreciate it. I hope to solve it eventually so I would appreciate any help at all. and besides I am always trying to learn more. thanks
DC -
well I have determined it is NOT the UID problem, I fainally was able to rig up a suitable system to set the UID for my mobs without there being any overlap and unfortunately the problems are still occuring. going to have to keep looking for the problem I guess.
DCEDIT: I have removed the video File. I cannot seem to remove the link however. Sorry.
-
I am sending a dropbox link, the file is 40 megs. sorry I am really not setup for doing this sort of thing. I am not sure how a video will help you understand the problem but it will show you what is happening. The way I am doing this is a little strange but required for the final product to work as intended. Again I just really need a system that spreads a value at generation of my MOB and does not change it, increments the numbers only and does not revalue a created object once it is generated and never uses a number that has been used.
As you watch the program please bear in mind that the lines that attach to the enemy and player are supposed to be invisible, as is the blue blobs and red block underneath the disc shaped enemies. If you will watch cloesely when a mob is destroyed the blob and the lines are supposed to also be destroyed that are attched to that one enemy. At destruction time a small explosion is created as well. If you will notice sometimes the explosion is being generated at a second mob and sometimes the blobs and lines are being disconected leaving the enemy without them, which they need to function. As far as I can tell A mob is bieng given a value that value is true when it is destroyed and for a moment before all events are completed the value is also on somthing else briefly. This is throwing the Whole system out of alighnment and making the final result a random mess.
Again please understand that this is jsut a testing phase and the game is a looooooooooong way from done, but the system that is bing used is required to accomplish my goal. The systme is supposed to random generate a mob give it UID along with multiple parts that are unique to it. That is used to determine what the mob does, how it works and eventaully, once i get the basics working, literally everything about it, including the behaviour, the looks, type of explosions it makes when detroyed, ETC.
Sorry I am again jsut trying to be clear. Here is the link :
Please login to see this link.
DC -
I think the title says it all but let me be clear, I want to spread a value to a spawned object, but so that the event only can occur one time to and object. In other words I want it to only effect spawns that do not already have a value and preferably increases. What I am doing is setting a value to create a identifier that allows other spawned objects to attach. I don't/can't know how many there will be and how and and exactly when they will spawn I need the attached objects to be destroyed at the same time as the base object. what seems to be happening in my program is that when a object is destroyed and the "spread" value is modified on a object at certain times there is 2 objects with the same values and all sorts of wonkyness happens. This seems like it should be should be simple I set it so that it was only spreading the value if the object did not have a value already but that did not work. I have actually tried a few things but I cannot seem to get it, and I can't remember now what all I have tried :P. If you have any suggestions or perferably a good example it would be awesome.
I hope I was clear and not too long winded, both being problems of mine at different times. If you dont you don't understand something please ask. I appreciate you looking and trying to help.
DC -
well I figured some of it out myself. though it can display a "blank" wall, in order to place one you must have a texture loaded.
After all of that I don't think the extension is very useful to me. I was hoping to use it in a random dungeon, But I cannot see a way to do that. The fact that it has to use a external editor makes it a very poor fit to the workings of Fusion I feel.
The lack of documentation and the largely (for my needs) poor usefulness of the product will make me hesitate to purchase from the clickstore again.
DC -
I seem to be at a loss. I just purchased this at the clickstore, But the editor seems to have no documentation. I can place objects, but not select, or move, and mainly I cannot seem to deduce how to set a wall in place. any help?
DC -
I unfortunatly have had no real luck. if you do, please share.
good luck to you. -
come on guys, anything? I am close to being able to finish the movement system to my engine. this is the last massive hurdle in my way! I will take suggestions on how to get around this even. I jsut need to get the falling portion of the rope gone.
DC -
when the RPO is set to cut at a specific point I need the cut elements to just "go away" visually or in fact. Is there a way to acomplish this?
DC
-
I am not sure that this will help, but I wanted to make a extendable rope like object that could be created and formed at runtime. I unfortunately failed but I think I was on the right track. I used this page
Please login to see this link.
using the joint closest object example. I was able to some of the effect I wanted, though the hiccups were beyond me.
Not really sure if it was you need but good luck.
DCEDIT:: here is my attempt. again not sure if it even has anything to do with what you are after but jsut in case.
Please login to see this link.
as you will see on generating to rope the middle elements jsut sort of float away. I am still not sure why. but the action of creating the rope does set the object to link up.
DC