Posts by Petedevlin

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.

    Hi

    Yeah, took some testing but using a fastloops and animation frame number worked out the best solution, with the frame number in stored in an array if I want to update the animation later.

    Did test out using different states but it was an absolute pain.

    Thanks again

    Help - Time or animation frame?!

    Hi

    I need a big help from the community. I'm trying to recreate a process and the nearest analogy I can find is Punch Out!!

    In Punch Out!! when an opponent strikes they display a tell, then the strike, and then they cool down.

    Now, for the purposes of portability to different run times which of the following us the most secure to prevent weird synchronisations fir when the 'hit' is landed?

    1) have the 'hit' occur at the specific frame in the animation, or
    2) use a countdown timer matched to the animation and work out at which point in the countdown the hit strikes and have the event attached to that?
    3) separate the tell, hit and recovery into different states and each time one is finished the next starts?

    My preference would be to have one complete animation (tell, hit, cool down) matched to a timer, but can anyone inform me if different runtimes could have an effect and mess up the synchronisation. I'd be talking about measuring to 100ths of a second,

    Many thanks in advance!

    Hello gang

    I'm looking for multiple members of the community to work on a new iOS project idea I have. Before you say 'no', or 'I'm already working on a game' just wait one moment...

    ...The idea is that each user would program a one frame engine, that I would do the design, sound and level design on. That means you don't have to abandon any projects, make lots of levels, or commit lots of time. For really good MMF2 users it might even only take you a day or so to do your engine. You might even already have an engine that you may just need to amend. But, this is also open to new users who want somewhere to get started or who would like a project to work on.

    If your interested then i'll provide concept art to you if you email me at devlin.pete@googlemail.com

    This could be a brilliant showcase of MMF2 output, and a really good way to bind the community.

    ...We would agree all revenue shares before starting out, and we can discuss terms. All credits would be listed.

    ...No age limit. If you think you can do it then get in touch and lets do this.

    One final thing: I'm not asking anyone to commit weeks, months or years. You might be able to do your part in a week and may get to share the profit if it went on to do well. So why not take the chance?

    You know, when Jonathan Blow made Braid he got ripped to pieces, and Edmund McMillan made a big thing about it being abuse from people who want to make games but just can't do it. The absolute key is: what do YOU think about your game?

    The second key is that you, your tastes and likse are not unique. And that means that there will be many people out there who would love your game as much as you do.

    I've not played it myself, but seriously, what do you think about your game?

    Hi Francois, really enjoy your blog btw!

    Didn't notice the two file builds previously, but perhaps I wasn't looking. I've tried again with newgrounds and submitted y game to the preview area and within this I get to set the display parameters and it's fine, so perhaps the change is only within their 'dumping grounds' area. I'll let them know.

    The resize to fit display wasn't set just so you know.

    Cheers again

    Hi

    I was quite happily building games under build 253 and using newsgrounds/dumping grounds to test. However, one of my games is 800x544 and since building under version 254 it doesn't display properly when I test on newsgrounds/dumping grounds. It seems to revert to their standard size?

    Also, it now builds two files, the swf and a html document - Any ideas where i'm going wrong?

    Thanks all

    Seriously, I can't get over this. Ive set up a studio on the back of this produxt and if we cone up with something worthwhile then were purchasing the whole caboodle including a mac and developers license to publish. Thank you so much for putting power back notthe hands of people who love games but can't program (in the conventional way), your stars:)