Posts by Jinxtengu

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.

    Hi, I've got a couple of games that I've been working on, or rather levels, that I was going to combine as part of a larger project.
    Unfortunately, some of these have gotten corrupted and are un-openable, because while working on the projects, the power went out for one reason or another.
    for instance today, (and this is what prompted me to post here) I was preparing for a date <3 and I was so excited about my prospective date that I accidentally kicked the off switch on my pc, (maybe this is a subconscious sign).
    Unfortunately an entire weeks work (that was pretty awesome in my opinion) has just been corrupted!D:<D:<D:<

    The levels in question were coded (or scripted if you like)
    in the now antiquated "the games factory", thats the old 32 bit version.

    I still like making games using tgf, and then converting them to MMF and Clickteam fusion so I can fortify the code, add features and make them modern.
    Anyhow, it would be so awesome, If anyone could assist me, in recovering the data from these corrupted game files.

    Surely it's not impossible, since the encoding on TGF files is pretty weak (right? or is that an assumption?), I've seen people rip graphics from
    tgf games before, using tools and mods, but i've never done it before, since i've had no reason to.

    So if anyone could help find a solution to this I would be super grateful.!!
    Thanks

    Hello Joshtek. Thank you for the response. I seem to have installed most of the extensions, however when I try to load my game, I recieve an error message "Cannot load extension kcmixer.mfx"
    There is no download link to this extension on the darkwire site, presumable because the mixer extension comes with multimedia fusion 2.
    I recieve another error on another project "cannot load extension KcBoxA.mfx.
    Lastly on loading some of my games that do open, they don't seem to function properly, especially the paralaxer object dosn't appear to be working.
    What should I do to resolve these issues?

    Hi.
    My computer recently died and Iv'e had to replace it and re-install Multimedia fusion 2 (since I still have unfinished projects.
    When I try to open my projects I receive an error message. Missing the following extensions.
    Parallaxer.mfx
    Viewport.mfx
    Perspective.mfx
    and 3Dmesh.mfx.

    I assumed these would be in the official extension packs, but it seems, having installed them, that they are absent.
    Could someone please direct me to where I can find these extensions?
    Also should I need to manually install them, could someone also explain which MMF system folders they need to be copied into, it's been a while since I've done this.

    Any assistance would be greatly appreciated.
    :)

    Thats ok with the questions, I'd really like to understand as much as i can about using the surface object, and i find this very interesting.

    I guess it would need to work like this; you have one program, or gamestate where every time you click the mouse it creates an object and simultaneously saves it's x/y and reference number, also it would be good if right-click could be used to save a number to the array that means "break line" and maybe spacebar to save a number designated to draw a floodfill.
    So with this you can do a little drawing that will output to an array (or multiple arrays if necessary)
    Then a second program or game state is needed which consists of a fastloop that reads from the array and populates the screen with points, and also draws the lines in order based on the reference number saved to the array.


    With the question about drawing a point to the nearest point, that's sort of a separate question, I'd just like to know if it can be done, I think it could be useful for other things. It does seem like a recursion, but isn't there a way to give objects a unique identifier when their spawned? I know that in game maker there's a thing called "instance id"
    With an ID you could surely add the rule: join to nearest object with < ID

    i know you're right there. creating an image using nearest objects as a rule to connect lines probably wouldn't work well, i was just curious to see how it could be done. i can't seem to work it out. in the example you posted the program is comparing the nearest point to the mouse position, rather than the nearest point to the nearest point, that could create a pretty cool electricity effect i think.
    but anyway, with loading from an array it would probably need to place a,b,c,d in the same order and also have a number designated to 'break' the line drawing. I've been doing some test drawing and you do need to break the line sometimes in order to create ok drawings. i've been able to do that at least. no, the nearest point is not related to the purpose of the game i had in mind, i just thought it might be a cool and memory efficient way to build levels, background scenery mainly...

    Hey Schrodinger,
    my apologies if I didn't clearly explain what i was trying to achieve, I'll try to clarify your points.
    Here is the order I'm after.

    1) place objects without drawing lines

    2) on key press, the system will join all points following all of the rules

    a) each point must be connected to the nearest "not-already-connected" point,
    B, and C aren't necessary.
    The purpose of the script is to construct a drawing from a saved array file, that's my ultimate goal here.
    By the way thanks for your support, the examples you posted have been extremely useful!!

    One other thing. With the example, on the "nearest" loop the odistance check for active (the points placed) tests against the position of Xmouse, ymouse, is there a way to replace this with nearest active instead?

    What im trying to do is place all the points first, then on key press, join all the nearest points (clear surface, then redraw all points), this way a room could be pre-populated, or even have the points loaded from an array.

    Hi, Im trying to use the surface object to draw a line from the x and y co ordinates of one object to another of the same type, so someone could for example click the mouse to spawn an object (a point) and the last point created would draw a line to the new point, I'd like to have versions based on distance to the nearest object and last object spawned.
    In practice this would be a bit like using the tool in ms paint that draws lines every time you click the mouse, and loops to the start when you double click.
    Iv'e really tried to figure this out on my own but i'm really at a loss on how to do this, so if any click team code masters would like to share their wisdom, that would be very much appreciated :)

    Hey all,
    This is off topic but related to game design.

    I draw alot of graphics in MS paint, and i actually like MS paint as a program, it opens fast, it has very little visual clutter and it works well for creating simple pixel art. There is one major problem i have with it however, or more to the point, with drawing graphics in general, and that problem comes down to line smoothing.

    I can draw graphics and animations quite fast using the mouse or a tablet (although I don't actually have a tablet at the moment), but one thing that takes up far too much of my time is manually correcting line "errors", or parts of the graphic where the line has some ugly square flaws. I've tried several vector drawing programs with smoothing functions in an effort to resolve this issue but everything iv'e tried has been inadequate in some way, either it smoothed too much or the drawing itself wasn't fluid enough. I've even tried coding my own drawing programs to get around this, with mixed results.
    What i'm after is a way to draw graphics with a line width of either one pixel, or 2, not necessarily smoothing as I draw, but maybe having a tool to apply to certain regions. Ideally the graphics should be drawn as vector but appear as raster.
    Basically I don't like the way vector graphics look, they are too smooth for my taste, but I do want the line smoothing functions that come with vector drawing to be applied to raster artwork, in a quick, streamlined manner.

    Can anyone recommend any software that does this?

    Hey, Iv'e been using Clickteam fusion dev 2.5 recently and found it's implementation of layers is fast and easy to use. In the past my layers were always made up of objects and controlled using some crummy custom code. Anyway I want to add layers into some of my older games, made with MMF2 and I can't figure out how to do it. Is it even possible? I assume so because there is the layer object, so how can i add some obstacle backdrops to the layer object? Is it specified in object preferences or something. Would really appreciate any help with this simple question.
    Oh, one other thing, are layers fast and fully working in MMF2(will they screw up my games), or do they work fully only in the newest incarnation of the clickteam?
    Cheers!!

    Hi, Im trying to join some objects together so that they are relative to the position, and rotation of other objects. In the past I would have done this by using, set position--relative to--object--relative to direction
    however this only gives 32 direction possibilities, and what i want is to have the 360 degrees, when using say a physics engine, or flocking to generate multiple directions. Set position--relative to, no longer works for this purpose.
    would the solution be to use:
    Set x to x.(of other object)
    Set Y to y.(of other object)
    and set rotation to rotation(of other object)+whatever offset.

    will this work?

    maybe i misunderstood, but i think you need to ask the qualifier, IF object a and object b exist, and IF object a is overlapping object b. Without checking if the two objects are present first it's pointless to ask if they are NOT overlapping. I think it will return true (to the overlapping) If object b doesn't exist, which is obviously going to cause problems.