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.

    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. :)

    Intro:
    Supermarket is a 2D, lo-fi arcade-style game about shopping at a grocery store during a disease outbreak. Other shoppers are your greatest threat! Avoid 100% infection, and grab as many items as possible!


    Video:
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    Early playtest Download:
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    Needs:
    I'm primarily looking for help playtesting.

    I'm hoping to have an online high score system, but have no experience coding anything online.

    *I want to use a config.ini file that is in the same directory as the game, but it's forcing it to go to %appdata%. How do I change this?

    While I am attempting to learn how to make sound effects and music, I will probably need outside help.
    Specifically looking for midi(esque) grocery store background music, with limited sound effects. Contact me if interested.
    Example song I like: Please login to see this link.


    I would love some feedback, especially would enjoy watching someone letsplay it. Oh, and no there are no plans to add graphics.

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    Made my first map generator. They're are sky islands. The black areas are empty space. The dark brown areas are impassible mountains, while the light brown ones are just dirt. The rest seems self explanatory. Not much about the game has actually been decided, and everything is basically just placeholder, but I'm pretty happy with my results so far, and wanted to share with someone. :)

    Neither of these quite work for me. The first does achieve what I'm looking for, but it's kinda ugly. If they resize beyond the limit, it still lets them, and flickers back and forth between where they're resizing to, and the size limit, until they release the mouse button.

    For the thick frame option, I do want them to be able to resize it, just not beyond certain sizes.

    I have a variety of colors set in an ini file such as:

    Code
    [color]
    bg=190,10,200
    player=55,0,255


    As far as I know, you have to use GetRGB() to set a color to things such as the background. I want to write a single expression to set these colors based on what's in the ini.

    Here's what I've got: ("color" is an active object storing all of the color strings, as there are quite a few)

    Code
    GetRGB(Val(Left$(bg( "color" ), Find(bg( "color" ), ",", 0 ) ) ), Val(Mid$(bg( "color" ), Find(bg( "color" ), ",", 0 ), Find(bg( "color" ), ",", Find(bg( "color" ), ",", 0 ) ) ) ), Val(Right$(bg( "color" ), ReverseFind(bg( "color" ), ",", Len(bg( "color" ) ) ) ) ) )

    If I leave two of the values 0, and set one to any other number, it works fine. Setting bg to 0,0,255 makes the background bright blue as it should, however changing the first two numbers to anything else breaks it, and I don't know why. Any help?