Not had time to check but is it possible to use the Real Tone Cable that comes with rocksmith as a device in MMF2? it would be great to make a teaching tool with this.
Posts by Reale
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.
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.
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everything works fine on windows 7
Yeah, it wouldn't be a very good decision at all to put XP in instead of Windows 7. Windows 7 is by far the best operating system they've ever come out with.
windows 95 was great for its time... but I guess i am just showing my age.
only problem i have with windows and operating systems atm is they are starting to annualize them or they are just churning them out faster
either way its too fast IMO
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I actually came across the daily click before knowing about MMF2 and it took me a while to work out what a click game was
(i just assumed it was another term for an indie game lol) and its a site i have been visiting everyday for the past few years.
its sad to see that site slowly lose steam and it would be even worse to see all the great information lost if they do choose to let it go
but I do feel that sight needs a massive face lift and campain to get it up and moving again... things that dont help is the negativity on the front page posts and lack of front page updates... its hard for a community based site to function when there doesnt seem to be a community to provide content but if thats the case a moderator needs to step up and drive on.
i would love to see video tuts and tips on there and some real push to build a community and with things like the IOS exporter at our finger tips it would be a great way to get ALOT of new people both invested in MMF2 and their website.
(dont take this as me flaming TDC - i want them to do well and continue for at least ten more years!... its just not nice seeing something you go to everyday close)
lets hope they just forgot to pay or its an error...
if not, i would chip in a few pounds to help out.
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yep, just make invisible and it will work... its a standard for any engine really. interesting and somewhat random fact, take a look at street fighter 2 that game uses hit boxes and now look at street fighter 4... that game is built in 3d but towards the end of development they had to switch back to 2d hitboxes because they had too many issues using the 3d models to detect the collisions...
I have a little breakout clone game i am playing around with and the paddle has 5 seperate hitboxes on it, for each one of the five sections- the ball will bounce off at a differnt (and more specific) angle. the hitboxes are all offset from one another and they follow the paddles movement, i then have an invisible box the player uses to move the paddle left and right (as its for ios)
what i suggest you do before developing any big projects is to just follow some tutorials on MMF2 to get the basics down... it doesnt really matter if the tutorial isnt specific to the project you have in mind because they will help you to understand the basics of MMF2 and of game design and making in general.
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Does anyone know a good tutorial or method to get character to follow the player. I'm gonna be starting a new project with a dev team I've got forming. We're going into a pretty extensive project, I'll probably be here a lot asking stuff again, lol. any way after that run on I'd like to take a moment to recuperate myself, lol.
alright, what I'm thinking is the player will have characters following them at least a couple for the first level. Is this easily achieved in a manor that they keep some kind of distance..I mean it's alright if they bump into each other, but not walking on top of each other the whole time.
you can have them follow the player at a set distance and if they have their own collison boxes you just make them bounch when they collide off one another (you could have them set to the possition of the x,y of the player character and then minus the distance you want them to hold back).
hope this helps.
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nice game, i took the third code down
I did notice one very very small thing
on your instructions page the background image has moved up one pixel and to the left one, very very minor but something i did notice
nice concept and strong art
gj
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Apple says to do it like that, i do it like that... its confusing enough even when they tell you what to do
I had to watch a video tutorial just to set it all up for my apps...
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This is interesting, After playing 'The Binding of Issac' I wondered how it would be possible to make a rouge like similar to that... (cross between a rouge-like and the legend of zelda rooms) it makes me wonder on how you would populate each room with obsticals and enemies so that everytime you play it is completely random (something else to go on the testing-wish-list :P)
thanks for the info on this, really helpful stuff and thanks for the example
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have a look at the multitouch example in the iOS Specific Example Files Sub forum, i found that to help me with my multitouch setup... i pretty much use that in all the apps i have been messing with lately, i only use the mouse click on things that are really simple.
the issue i think you have is that... when you click on the arrow the device updates the location of the touch and when you release it stays on said location, only updating on the next touch (this is what i found with my testing in the past) now with the multitouch object and the example above, it keeps the location of the first second and third (if you make that many) touch in real time... from pressing/holding and releasing... this so when you relese the touch you can have the collision box moved out of frame and then when touched it will jump to the x/y of the finger
hope this helps
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sorry, Provisioning Profile.
best way to go, that way there is no need to have your customer have to install any external software and make it such a big fuss
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you could have an option button that when pressed creates an object (your menu system) in the middle of the screen, on that you would have all objects/options and what not... and when closed its destroyed again... really deppends on what kind of game it is if you wish to pause or not, a friend of mine couldnt believe that when playing demon souls and going into his inventory or options the game didnt pause lol.
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That's exactly how I do it. You can paste to background as an obstacle or platform while the mouse key is pressed. I am creating a faux physics style game where you draw the platforms to guide a ball to a goal. It works really well on the iPhone now too. I do get dots if I swipe too quickly though. I haven't found a way around that yet.
that reminds me of crayon physics deluxe (i love that game!) i actually play it using my Wacom tablet so i can use the pen to draw... i am really intersted in this type of mechanic - keep us posted
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I'm making a game for iOS at the moment based on the original Tennis For Two game. Thing is, I'm having trouble finding which method of movement to use to make this. I was originally thinking of a bouncing effect to be able to replicate the bounces from invisible pads and the net/ground but then I felt that the gravity would be harder to replicate. I also thought that the platform movement may also be suitable for this as that can take in gravity and I could program in realistic bouncing.
Which would be best to approach this project with?
personally, i feel that you could try both methods in a few minutes... just throw out an active object make it look like a white pixel, throw down a black backdrop and try it as a bouncing ball... you could also try it as a Pinball movement... you could also replicate the tail effect too which would be nice.
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its buttery smooth for me but i am running a beef'ed up pc (8gig ram/560gtx/i7 4.5ghz) but i do remember trying this out on my last pc and that was half the specs of this and didnt see frame loss... thats the thing about pcs being so differnt :-\ what works for my pc might have compatability issues with yours :-\
i love the fact that people show there stuff, i save em and then go through them with a fine tooth comb looking for information and how people made things! from the ios examples on a multitouch system that i then made my own... just from learning how one person makes something gives you the insite on how to make your own - its actually the reason why i went with buying MMF2 over other engines out there.
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an intersting question and as someone who knows virtualy nothing about how to use the ini.object i cant really answer your question but i would likie to see the results... you could do a test run with a lower starting point and increase until it breaks lol
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wasnt too difficult to find, the nice thing about the forums is they have a search function
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this is the space effects that are really really nice...
having a look over how he did it, its very impressive but way above my level atm lol
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hey, nice game- i took the top code
i keep thinking i can keep going for the win but usually lose
this is why i dont gamble lol
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No worries, the apple side is a bit confusing (its easier than it used to be ... ) once you've done it a few times it does get a lot easier.
No joke, i actually had to watch a youtube tutorial on how to set everything up on the apple side :-\
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It's possible with MMF2 without SDK just imagination and webcam !
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this is very very intersting... its crazy to see that MMF2 can do so much! i am now interested in seeing what comes from this!
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Here's an example I just threw together. You may need to download the non-ios get object here: Please login to see this link.
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It's a random insult generator... downloads the page from randominsults.net and parses out just the insult.
its funny that this thread popped up after i was looking for examples of the GetObject last weekits interesting to see but when looking at the code I have no idea of what i am looking at
(its like blackmagic, i dont know how it works... but it does)
I have a question, how do you get it to pick specific information? i mean for instance, if i wanted to take google weather for instance- how would i go about that? i know it has something to do with the xml file but no idea further than that