Posts by Phanto

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.

    Sorry, to be clear I can't really give any answers other than what we've already made public. Until we release a final feature set publicly everything is subject to change and so we can't give any answers just yet. Thanks for your enthusiasm though :)

    Okay, I understand, thank you. Hope to hear more about it soon :)

    How will Fusion 3 handle resolutions/full screen/window/scaling -- all those sorts of things..?

    I prefer to make games in 320//, 640// or 800// and then have the window be 1:1 scaled up to fit the users screen as accurately as possible. This doesn't work very well in MMF Dev 2 (I don't know about 2.5 -- never used it). To make the window work as I want in Dev 2, I need to use a 3rd party extension (called "Ultimate Fullscreen" or some such) and it's a little wonky.
    It's very important to me that pixels remain 1:1 in scale.

    I'm holding out for F3 (very excited!), so I'm wondering what options it will have?

    Screen Capture object
    Popup Message object 2
    Pixel Object
    Explorer
    Combo object
    Button object
    Viewport

    Using MMF2 Dev in 64 bit windows.

    It's an image exporter (customize characters by alternating Active objects -> grab 32x32 or whatever -> export grabbed "screenshot" as png to location chosen in explorer).
    It's for internal use so it's not a huge deal for me that I can't export the exe (everything works as intended), but it would be nice to know what could have caused this.

    Is there any extension or integrated solution to grab the name of an object (i.e. what the Active Object has been re-named into, e.g. "Player")?
    I do not wish to use alterable values for this - I want to grab the name directly from the object.
    I thought perhaps the "create by name" extension could do this, but alas.

    I have a "grab by highest value" event from the object select extension and I want to display the name in a text log.
    Again, I do not wish to use alterable values - most of them are being used already.

    I've achieved this by making actives into global active objects, and set up Behaviours so that they constantly read their X and Y position and write it into their own Alt Values, and on start frame set their position to those values.
    If you want to make things be visible/invisible etc, depending on player actions, the same can be achieved by just reading a 0/1("true/fale") value in another Alt Value field.

    I am seriously brainfarting at the moment because I've done this before, I just can't for the life of me remember what the formula was.

    I want to achieve this:

    On Always
    -> Put camera X between XActive1, XActive2
    -> Put camera Y between YActive1, YActive2

    (The Actives are constantly moving)

    It should be relative so it works even if Active 2 is on the left side of Active 1, and so on.
    I have MMF2Dev so if any extensions are needed, then no problemo. But I'm fairly certain I managed to fix this previously by using simple math to calculate relative positions of the Actives.

    I want to check if any of my Group.Neutral objects have any Alt Value A left. The reason why is because once all objects has had their AV A depleted by in-game actions, I want their AV A values to reset.

    Something like... Get Every Unique Object of Group.Neutral * Alt Value A of Every Unique Object of Group.Neutral would be perfect but I don't know how to do it.

    You can reposition the Action Spot several times for each animation frame, making it work as if you had several action spots.

    like..
    Animation playing (walk)[giant], animation frame=1[giant] ->
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    etc.

    Animation playing (walk)[giant], animation frame=2[giant] ->
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    set Action point to (xx, yy)[giant] + set position of platform to action(xx, yy)[giant]
    etc.