Posts by LemonyLime

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.

    Strings won't move position in some events, but do in others. The project is too large/near completion to share a file. I can't find any pattern or logic behind it. The only consistent thing is that when i'm trying to make the string show on screen (set pos) it works, but when i try to take it off screen, (set pos 500,500) it has no effect. It's just ignoring the event. Any ideas why?

    nvm it was me that glitched not the program lol

    I'm using the String Parser object to let players change names of towns whenever they want, but I do no want to use an edit box.

    Why does this not work?

    Code
    condition: backspace pressed
    event: change alterable string to leftstr$( "String Parser", Len(string$( "villageStatusHeader" )) - 1 )


    shouldn't this return the whole string with the last character removed? it's returning a blank string for me. The documentation says it should return everything to the left of the index provided, and this should be setting the index to the last character of the string, right?

    I'm using the String Parser object to let players change names of towns whenever they want, but I do no want to use an edit box.

    Why does this not work?

    Code
    condition: backspace pressed
    event: leftstr$( "String Parser", Len(string$( "villageStatusHeader" )) - 1 )


    shouldn't this return the whole string with the last character removed? it's returning a blank string for me.


    edit:

    oh did it without string parser nvm.

    Left$(string$( "villageStatusHeader" ), Len(string$( "villageStatusHeader" )) - 1) works

    How hard is it to translate mouse controls to touch controls if i were to buy the android exporter? You can see I went for a mobile-style scrolling system for the construction menu, and if it's as simple as replace "mouse" with "touch" or whatever you'd call it, then it might be worth doing.

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    The game is really starting to take shape. This video demonstrates the Venture/building construction system and interface. The icons are placeholders obviously. My coin goes negative because the Harbor I built costs 2000.

    There are 27 buildings.

    Here's the full list:

    Forester

    Mine

    Fishing Dock

    Orchard

    Farm

    Ranch

    Mill

    Inn

    Pub

    Adventurer

    Harbor

    Quarry

    Farmer's Guild

    Mason's Guild

    Smith's Guild

    Lapidary Guild

    Tailor's Guild

    Hero's Guild

    Fishing Guild

    Hunter's Guild

    Bard's Guild

    City District

    Castle

    Guard Tower

    Dirt Road

    Cobble Road

    The D icons that are on the map from the start are city districts.

    Thank you!

    Key Object (Customizable Controls in the options once there is an options lol.)

    Advanced Direction Object (Detecting Enemy distance from player.)

    MT Random Object (For all random values.)

    Binary Object (Save data n whatnot)

    Ultimate Fullscreen


    That's it so far.


    Edit: Oh and this is made in 2.5. I guess I forgot to register it.

    Edit2: Also just noticed, I never posted this pic demonstrating resource gains from ventures:


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    What comes to mind when I say: Deconstructed survival grand strategy city builder roguelike with Permadeath? Well, probably not much yet, but that's how I'd describe Venture Archipelago.

    Why Archipelago?

    The world is 5 small islands. Each island has a different biome, with different challenges. You have these islands to choose from to settle your village, and if you survive, maybe even kingdom.


    What's a Venture?

    The word “Venture” in the title comes from the primary method of gathering resources in the game, which are ventures. You spend money and/or resources to create a venture (which could be things like a logging camp, or adventuring group, or farm etc) and steadily accrue resources from all of your ventures.

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    Is there combat?

    Yes! It has random encounters that are fought on the normal world map. Being that it's a roguelike, enemies only move (and time only passes) when you take an action. 1 to 3 enemies will spawn near you, with varying AI, and will attack mercilessly. Attacks (both yours and enemies) are represented as white squares, and will still show up on the map even if it hits nothing. More details of this will be revealed as it is created.

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    So it's an RPG?

    Kind of, but with a hefty focus on unique game mechanics. The story is not what we're here for. Player character development and customization through gear and leveling will scratch that RPG itch though.


    Buildable Villages and Cities, both player owned and not, that need resources to survive. At its core, Venture Archipelago is a survival game, but its your towns that depend on you to lead them to prosperity by providing enough resources, and building the type(s) of land they need.

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    (I did set the default gold to 69, but I did not set the time manually or intentionally wait for the photo op. That's a genuine coincidence.)

    Laws, Taxes, and Land Use

    Cities will be split up into multiple districts. You can customize the laws and tax rates of each district and each surrounding village from here. Each village/district has a modular population, and how the land is used is kept track of. Undeveloped Land can be changed to Housing, Markets, Artisans, or Amenities, and the player will earn rent from the land they purchase.


    Start from nothing and fight, buy, and sell your way into the ranks of the nobility, or burn the very concept to the ground!

    There's a whole lot more than that, and I'll post about it as I make it. Thanks for reading, I hope you'll join me on this Venture!

    20,000 by 40,000 is quite a large frame size - not sure why the obstacles specifically slow it down but reducing your frame size to even 20,000 by 20,000 (and moving all the objects up so they're still in the frame) keeps it at 60fps for me

    I tried that, and the framerate went up by about 10. still nowhere near 60fps. My PC is decent, so I feel like this should be easy for it. I could make mulitple smaller sections of the level, and have transitions bewteen them, and i could probably do 10k x 10k, but that really isn't ideal.

    edit: I lowered it to 8000x10000, and am getting 60fps consistently. I want later levels to be larger though, so still looking for other solutions if anyone has any.

    I would also have to have a condition ensuring that the collectible active isn't overlapping itself, correct? Or alternatively, delete the spawn marker that is used for the first collectible spawn? Which would be simpler? I ask, because I can only work on the game for 30-60 minutes a day, due to my injuries.

    I have a collectible object (an active) in my new game, and I want to put many spawn points on the map, but have only 2 of those locations spawn (or be created) per level, and have it randomly choose which 2 spawn points to create.

    I'm disabled and need help determining the method for achieving this that would require the smallest amount of code. I'm reasonably experienced, but have been unable to use a computer for 5 years due to injuries, so I'm very rusty.

    All help is appreciated, thanks!

    i want it two shoot a projectile from both sides, but cut it down to one projectile for this example. I need to have scope for both the instance of "enemy" and "eBullet". I've tried many different ways, and am self taught so my method might seem odd, I don't actually know, but it works fine if you only need scope on one object, and I've used it extensively. What I don't understand is from all the tutorials I've read, this code should work. Why does it fail to give the bullets variables from the parent enemy? Seems like it's failing to scope both objects. Can anyone help me understand?

    gonna include example. The "wiggling" is working as intended, and demonstrates that the method works with scope on one object.

    thanks for the help in advance. :)