Posts by FGRaptor

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.

    Edit: I have no idea what happened, but now I tried it again and all of a sudden it works. Now it creates both actives and counters with the same event... I'm speechless. I changed nothing.

    I've been trying out the new "Create object by name" event, but have run into an issue. I'm saving the position of objects in an ini file and then loading it on runtime and creating the objects in a loop. It works fine, though now I have an ini which has the positions of actives and a counter. When this runs, only the counter is created, and none of the active objects. When I delete the counter line, all the actives are created. It seems there is an issue when creating objects in a loop if there are different object types... though I have no idea why this would be.

    Anyone got any idea why this is an issue?

    I can see if I can upload my mfa file if needed, but as I said, it works fine except for this instance where there are different object types, and it works if I delete the line for the counter. I have checked it over and over too, so I doubt it's a typing mistake or something in the ini or in the code.

    I had a look and it should work like that. Just make sure you have your codes in the NG object. You may not see the medal as unlocked until you refresh the page etc. on NG. I have gotten my medals to work with this same method. Although I have found that the "(not) is selected medal unlocked?" does not even work. If the conditions are met, your medals will unlock every time even with this condition. I will try and save what medals are unlocked in the save file to prevent this.

    It's made using MMF2 Dev in a 30 hour game jam at my university. We sold all games made there in a bundle on indiegamestand.com and got over 1000$ for charity out of it. Now I converted it to flash and put it up on kongregate, and I'd be happy if more people could play and rate it.


    level.break (pronounced “level-dot-break”)

    level.break is a pseudo-code hacking puzzle game in which you play a hacker who utilizes commands to break firewalls, and plant and use worms to free precious data cubes from servers. The playing field is randomly generated with 6 preset difficulties and the ability to fully customise all difficulty settings and even create your own presets. Learn the level.break hacking language to utilise all the commands to break through firewalls while avoiding detection.


    -6 preset difficulty settings for randomly generated levels, with the ability to customise all difficulty settings

    -a puzzle game with a similar feeling to minesweeper in which you utilise a pseudo-coding language

    -you have to break blocks to get to the data cube(s), but beware of alarms or your hacking attempt may end prematurely

    -destroy rows of firealls with worms you plant on the server

    -dozens of commands with similar syntax, maybe you can even find the hidden commands?


    Screenshots
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    You Will Hate This Game (YWHTG) is a skill / avoidance game in which you control a green square and have to dodge red rectangles in 4 game modes. In Survival mode it's just 10 seconds, but the difficulty is steep. Will you make it or hate it?


    Here is the "official" description:

    YWHTG: You Will Hate This Game
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    You control the green square and all you have to do is dodge the red rectangles in eleven levels. It’s only 10 seconds in Survival mode. Sounds easy, right? At least on EASY difficulty, but what about HARD? OR will you go even higher?

    Then there’s Collection and Marathon mode… will you make it or hate it?


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    Hey, I wanted to give my game level.break a bit more publicity, so I looked for a place to post about it here, and I guess this forum is correct?
    It's made using MMF2 Dev in a 30 hour game jam at my university. We sold all games made there in a bundle on indiegamestand.com and got over 1000$ for charity out of it. Now I converted it to flash and put it up on kongregate, and I'd be happy if more people could play and rate it. I am looking to put it up on newgrounds too.


    [size=+2]level.break (pronounced “level-dot-break”)[/size]

    level.break is a pseudo-code hacking puzzle game in which you play a hacker who utilizes commands to break firewalls, and plant and use worms to free precious data cubes from servers. The playing field is randomly generated with 6 preset difficulties and the ability to fully customise all difficulty settings and even create your own presets. Learn the level.break hacking language to utilise all the commands to break through firewalls while avoiding detection.


    -6 preset difficulty settings for randomly generated levels, with the ability to customise all difficulty settings

    -a puzzle game with a similar feeling to minesweeper in which you utilise a pseudo-coding language

    -you have to break blocks to get to the data cube(s), but beware of alarms or your hacking attempt may end prematurely

    -destroy rows of firealls with worms you plant on the server

    -dozens of commands with similar syntax, maybe you can even find the hidden commands?


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


    Please login to see this link.

    Hey,
    I have been trying to use this and played with it a bit, trying to get some scores to work. However, no events even get logged so it doesn't look like the API is registered or something. I tried logging custom events too for "API connects" and "API fails to connect" to see what is going on, but the log remains empty. Could someone who got this working explain how one would go about integrating a simple scoreboard with scores?

    Hello everyone,

    I got a problem with the list object in flash. I have a list object that I make bigger and reposition to the top when a value is 2, then make it smaller and position it to the bottom when that value is 0. It works fine when I run it in MMF2 or as an .exe file. However I switched to flash and when I run the .swf then the list resizes but does not visibly reposition itself. The thing is, when I get the position, it's the correct one (16 is displayed, but visibly it's way lower). I have no idea why this would be, anyone got any ideas?

    Thanks

    Hello everyone,

    I've been trying to do an inventory for my current project for some time and I have looked at a few topics and articles about it, also some examples, but I haven't quite found what I am looking for.

    To explain, I need an inventory that is:

    -Keyboard controlled: arrow keys to scroll through it, spacebar or backspace for interactions (selecting and deleting respectively)

    -Like a list: no inventory slots like in Diablo, but rather a list of objects like in Mass Effect. All the items you have are shown below each other and you can scroll through the list from top to bottom and back.

    -unlimited size: theoretically it should be unlimited, although limiting it wouldn't be such a downside. Still, it would need to hold quite a few items and it should only scroll as far as it is filled with items at the moment.

    At the moment I'm using a pointer object that is being controlled by the arrow keys for controlling in the game. No mouse controls. However, for my current method to work there need to be a set amount of positions for the pointer to go to, and then the pointer is basically cycled through these.

    Press up arrow - add 1 to value
    press down arrow - subtract 1 from value
    If value = X then set position to X/Y

    Basically like that.

    However, the inventory should be unlimited, so I don't know how to do this with an indefinite amount of positions.

    Any help would be appreciated.

    Okay, I can't really figure it out and I can't find any articles or anything on this that would help me.

    To explain again.

    I have 5 save slots and a save and a load screen. In the save screen you have 5 edit boxes. You can enter a savegame name in there.
    In the load screen you have strings, that display all the savegame names.

    Now, at the moment one array saves the game data into the savegame files (1 to 5) and one array saves another file with all the savegame names, no matter which slot you save in. Upon start of frame this file is loaded to set all the savegame names in the save or load screen to the names you have chosen.

    However, if I would delete a savegame (physically), the names would still be displayed, but fail to load.

    Now this makes a total of 6 files.

    1: How would I delete a savegame? When name=delete then delete data in array? Something like that? Is there no way to just physically delete the file from within mmf and also check if files exist?

    2: How would I not have the names saved in a separate file, but still be able to load all the names? I don't see a way without a separate file at the moment.

    Basically because the tutorial used two. I was thinking about making it into one, I just wasn't sure if it would work. Although I think I might have an idea. Setting it to blank would work I guess, I just thought deleting the files would be cleaner. Although they won't take up infinite space I guess.

    The slots are limited by the way, yes.

    I already know how to use it pretty much, but I wanted to say that it is a useful tutorial.

    Also, could you talk a bit more about this part?

    Quote from nivram

    The Associative Array can find an instance of a word or string. So you can load in a vocabulary and see if the word exists without looping. Instead of having numerous List Objects for Shops in an RPG, you could use just one Associative Array. With it you can list the item and price and call it up for any Shop your player enters. Very good if your player changes levels. You load up the Associative Array, then all you have to do is take a couple of items and their prices, and put them into the Shop.

    I don't really understand your connection between lists and looking for a string. For that matter, how does it help me to look if a word exists? Do you mean for the values or for the keys?

    Hello,

    I'm sorry for yet another topic about saves, but I couldn't really find the information I was looking for.

    Specifically, it's about having multiple save slots / save games and deleting saves from in-game.

    Basically for my current project I have a save and load system set up using arrays. It works fine. Basically, one array saves the data I need and creates a save file for it. Another array saves the savegame name for each slot.

    When you load a game, the second array is used to display the savegame names, the first one then loads the data. However, this gives me some problems. I made this after a tutorial from the tutorial site, and basically, as the savegame names are saved separately, if you delete a save file, it would still be displayed on the load screen.

    So, is there a way to save the save game name in the first array and basically in those save files as well, and then still being able to display all save game names at once?

    Also, I couldn't find a way to delete files from within MMF yet, but deleting your saved games seems quite essential to me. I couldn't find anything about it anywhere though.

    Thanks for all help in advance.