Posts by LavaFlaminG6

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.

    Hey, I'm not sure why you switched over from Construct 2 but... I'm also not sure what you're talking about exactly, but I believe you're referring to the computer or programming moving the player for the player and disabling the player from controlling themselves.

    If this is the case, and you're having issues with this, I'm assuming you're using the built-in platform movement, which is incredibly limited and nearly useless.

    I would suggest installing the platform movement object and using that, as all of the movement is triggered in the events. I don't suggest ever using the default movement in any case. The platform movement object is an extension, and helps out with what you're trying to do a whole lot.

    I made you an example if you'd like to see. Please login to see this link.

    The Interface Bar works fine for me in MMF 2.5.
    So I believe the answer is yes.

    There is no new Interface Bar extension for 2.5, it is the same one that worked in 2. It seems like the link is down though, so I have uploaded my copies of the extension to Mediafire: Please login to see this link.

    If you need something like this again, I suggest downloading Click Converse. Instead of 0 people being on it like the forums, there's usually at least 1. Or not.

    - Best of luck.

    I'm not entirely sure if it's .cab, I just heard from another member that may be what it's called. In essence I'm looking for a way to save/open files with an extension or custom method, with the file holding multiple images/sounds (if images/sounds are in different objects that's fine), but so that if you were to send it to somebody, they could NOT open the file with another program (like WinRAR), and instead, open it only with the editor I create using the custom method/extension (same concept as Arrays, but with more than just numbers). Thanks for the tip though, I will use that if there is honestly no other way.

    I'm not sure exactly how to phrase this question, since I'm not very experienced on the topic, but I've recently been interested in saving multiple files (images, sound, etc.) into a single compressed 'cabinet' file. I believe this is what it is called that I am looking for. It is for a game that allows you to create your own character with an editor and then applies the sprites/sounds to an active object.

    I was wondering if anybody had experience with this sort of thing in MMF2/CF2.5? It would be greatly appreciated if they share their knowledge.

    -Thanks

    I'm having a bit of trouble with Lacewing right now in CF2.5. None of the old servers I remember being active seem to work any longer, which were:
    1. aquadasoft.com
    2. ledev.org (although I never got this one working myself, I may as well just note that it's down as well)
    Is there a more recent list that is consistently updated of any active Lacewing servers?

    ~Thanks.

    Hey guys,
    I am making a game that involves platform player objects being knocked around like physics objects on demand. This involves the player object switching back and forth between 2 movements, 1 of which is the physics platform movement, and 1 is the static physics. For some reason, whenever the static physics changes the angle of the object, it seems like there is no way to set it back to 0 when I switch back to platform movement. It's almost like there is a separate angle value for physics that cannot be modified?

    Maybe there is a way to modify this angle that I have not tried or am missing, but I have tried editing the angle many times on many different occasions and it seems like regardless of the angle being set to 0 (and I have seen the angle is 0 in a debugger), the object is angled like it was when it was in the static physics movement.

    Any ideas?

    I have been working on a game for a while now using the platform movement object, but the game is up to 4 players at once one one screen. I have 4 platform objects and it automatically assigns 1 to the player number specific to it. Although I'm sure there are better ways to do this, custom movement would not only be harder but it would probably be harder on the game's performance. I was trying to use qualifiers to make 1 event relate to every platform movement object, but this does not seem to work. Duplicating the events 4 times worked alright but as the game develops, I have hundreds of events that could be removed if qualifiers worked for the platform movement object. I have tried re-arranging the order of the events but still, no dice. Is there something I am missing?

    This is not possible at the moment from what I've seen in the past number of years, yet seems like a necessary feature. This would be a nice addition, but it doesn't seem like many updates are being released. Clickteam seems more focused on platform porting at the moment instead of MMF2. Features that aren't there likely won't show up. Seems as if the 'Alterable Value' text is default in the program, not embedded in some external file.

    This shouldn't be happening but you're going to have to give the landmines a qualifier. A qualifier is a grouping of actives that can differentiate in the events pool.
    But for the basics of qualifiers, which should do what you want, just go to the object's properties and open up the events tab. Click on the empty space next to qualifiers and a button titled: 'Edit' should appear. Click on that, and you'll have the ability to add/delete qualifiers. Now go into your application events (where you have the landmine events at) and place the landmine's conditions (like when you approach it) on the specific qualifier you chose for the landmine (the qualifier will now appear as a tab in your events as if it were an ordinary active object). You cannot replace certain things only pertaining to the landmine with the qualifier (such as creating the landmine) so don't worry about that.

    Hopefully this helped, maybe not though. Good luck.

    Throughout all my time developing games I've only seen that happen once or twice. Maybe it was only because I was testing the run-time and hadn't built it.
    Just to be sure, I usually set up my events to activate when they aren't already active (example: set Value A to 1 when Value A is not equal to 1) instead of just activating them at a given time.

    again good job it might just be me that's confused. I would definitely like to know what extensions you used if any.

    Well Konidas answered your other questions it seems, I'll say I used the OpenGL extension set. Seems as if there's not much hype for 3D at the moment but in the seemingly far off occasion that MMF2 actually makes it onto Steam, I can see so many people berating Clickteam for it as well as for them to speed up their product that I almost suggest taking it off until they do those things. Good luck to them anyhow...

    The collisions wouldn't be too much of an issue for me to fix. Also, the lag generally occurs when playing with other people. The player models and for some reason playing the .OGG samples really destroy the frame rate. Anyhow, what I made here is a very small game with little to no playability, it's only a demo of what I see as the furthest anybody will get into 3D without xLUA (an extension requiring much knowledge of LUA in which case you may as well just code the game in LUA from scratch).

    I know this isn't the place to be posting games/programs created in MMF2 but at this point, I wouldn't even really call this a game, more of a laggy abomination... Mostly just would like to give a little example to those interested in seeing just what they can/can't make before MMF implodes.

    If anybody would like to try it, head to: Please login to see this link.

    It is multi-player, although I don't see the point of me having added that since it's not really playable. I guess I had hopes.
    I recently saw some requests for 3D tutorials and what-not so I figured I'd just show those who are interested what MMF2 can't do.
    I haven't worked on this for probably over a month but I assume 1-2 people will be interested on the topic.

    Hopefully this prevents somebody else from making my mistake. Save them a few weeks. :)

    While I agree that Construct 2 basically is MMF2 but improved in almost nearly every way... Construct 2 has its own problems... like dealing with saving/loading to files, no real networking, and the biggest one of all... it's all HTML5... which is severely limiting and means you have to push everything through a browser. Plus good luck getting something like Steamworks integration into an HTML5 game.

    I understand that Construct has it's own issues, but it's so much newer than MMF2 that that's to be expected. Maybe 8 years ago these things would be acceptable but as of now it's just getting pathetic. Also, the Construct developers are continuously updating their software, and have given expected dates for when things will be finished/fixed. Personally, I have seen plenty of development teams much more dedicated to improving their program than Clickteam.