HAHA lol, sometimes things are just much simplier then you ever thought!
Thanks a bunch Happygreenfrog! allso you guys, Ratty and Taccy
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Open a TicketHAHA lol, sometimes things are just much simplier then you ever thought!
Thanks a bunch Happygreenfrog! allso you guys, Ratty and Taccy
Here is 2 screen shots croped down, Please login to see this attachment.Please login to see this attachment.
Perhaps these will shredd some more light to what i'm trying to describe.
Just try'd it now and try'd it before, the properties option is greyed out for me and have allways been for string objects,
and the first method you describe doesn't work either.
Are you both sure you have done it with the string object?...
I'm have changed the font to impact i believe it's calld, suited the art i'm going for and the size is enough to be easly readble but size of the text doesn't change the length of the line in the sentence.
I might be blind but stretch ? i can't stretch the string object nor change its size. Or have i completly missed something ?
Hi!
i'm making an app which display a bunch of diffrent strings at random.
The problem is that the length of a line in the string won't go as far as i would like.
For example:
Displaying string.
"I'm a rookie! What should i do to
get this game going with
normal difficulty ?"
I would like it to go further as in like a certaint amout of pixles, charaters or something similer.
Result i want:
"I'm a rookie! What should i do to get this game going with
normal difficulty ?"
Any ides ?
Seems like a very usefull settning option for the string object.
BTW:!!: I'm building the app for IOS so ides regarding extensions has to be supported.
Thx Jeff!
Some times you just need a fresh pair of eyes on the problem, very quicly to help from clickteam! Much appreciated!
Hi,
I'm created this program that show a random string depending on what category you have selected in the option menu. It worked well 1 week ago. Now somehow, it doesn't work at all.
I will try to discribe the problem. When a button is clicked it then picks a random object in a zone and changes the alt value a to 1.
If picked object (only 1 for the moment) alt value a = 1 -> set global value "?" to 1+random(18).
All this is very simple and works fine. How ever the next part i am realy scratching my head over, been staring at the problem for a long time and can't find any bugs, and it have been working before.
if picked object alt value a = 1 -> display paragrafh of a specific string object, calculat out the number of the paragrafh option, and retrive the global value "?".
The string pops up but only, paragrafh 1 is display. no matter what the global value "?" is.
Any clues to what the problem can be ?
I will add the MMF 2 File if anyone wants to take a look at it. the code is alittle bit more complexed then what i have tried to discribe.
Any help would be appreiated.Please login to see this attachment.
thx, gonna look alot better once it gets implemented to my game
Hi there,
Been fooling around with the object Window controll and noticed it doesn't seem to be supported for the IOS exporter...
Have anyone of you guys manage to get information like screen height and lenght from the device the app is on ?
And have you managed to change the frame window to same format the phone screen is ?
Kind of want my app to have diffrent screen formats depending on what phone it is on, if that makes seens.
(16:9, 15:10 and so on)
Thanks, i will try it.
Maybe someone here knows how to make ^ work, i must be using the wrong sign...
100 + (100 * 1,15^varible)
I'm using the formula for determine the mount of xp needed for next level, as for the varible is level in my case.
Unfortunly I get syntax error, any clue how to make it work?
23:46 Finnaly solved it!
Still got no clue what F it up,
Thx for the help and tips Good night!
Thx jeff for a quick response !
Weirdest thing, i too notice that buttons are flashing in the example i uploaded, but in my main "file"(whole game mmf 2 file) they don't and the code is exactly the same as far as i can tell. I implemented a sound event but it didn't at all loop for me when using fire armors tier 1 and 2 (this would be in the example file and my main "file"). Builed 257.12
I try'd changing the fire armor tier 1 animation to walking instead but didn't work either so my first conclussion seems invalid.
Edit: I have been staring at the ini file for an hour and can't see any miss types. If the equip condition would "pass" i set it so i would get ridiculous values all over the ini file.
Konidias, thx for the tip.
But don't realy get whats bad with constantly accessing the ini file when doing a wardrobe frame.
Although i only read from the ini in start of the "gameplay" frames when write to it in the end of those.
I guess in theory it would take longer to access the ini file rather then the temporary values ?
Hi there,
I'm building a wardrobe,(dunno if that is spelled correct) where you can buy and the equiped diffrent items.
I have added the mmf file if someone wants to take alook and try to help me. Please login to see this attachment.
Got the whole layout fixed and the logical conditions fixed too, what blows my mind is that the 3 first items i programed,
(Category Armor, Ice armor tier 1, 2, and 3) works as intended but basicaly using the exact same code for Fire armors
one of those conditions (the equiped item condition) wont work at all, as far as i can tell it is exactly structured as the conditions for ice armors
which works just fine. I have old comments in the code roughly explaining what some things does.
I wrote in capital letters where the problem is. (Category Armor, Fire, Tier 1 and Tier 2 (Same code just small diffrences) Neither of those works, only Ice armors works).
Any help is appreciated!
Edit: I believe that it is the check which animation is playing condition that is bugged,
some weird reason it seems NOT to handle animations that is too far down in the animation list.
(<-- how to check this, look at the mmf file i uploaded under, Category Armor, Fire. Change the equip condition to ->Which animation is playing-> any ice armor animation, start application equip the ice armor you picked for the condition, then click the fire armor button of which you changed the code on and the equip string should say that you have the fire armor equiped)
Anyone that have had similer problems ? would be cool if a clickteam developer could shreed some light on this
would realy add more value to my games... can i use them in the andriod exporter ?
i was reading and thinking of heightmaps, and weither i could have use them in MMF 2....
IT seems so ! i was searching for post here on clickteam and notice that Anders posted this a long time ago,
Please login to see this link.
I got no clue but i'm guessing this could be used for games that is using the IOS extensions right ? i don't know much about coding but i don't see why this shouldn't work.
Anyone used something similer in their games for IOS ?
Does effects like these realy add much more calulations each frame ? seems trivial to me but on the other hand i dont know that much about this
/2BL Development Oliver...
Me either, noticed it right after I posted. Just happen to stubble upon it when searching for how other people did it.
I don't know if the blitter object works with the ios extensions, but here is a way i did it with out any extensions:
The Counter object should for example have bounching movement, allowing you to pick a direction for it when created, 8 (north/up). Set the speed of the Counter object to around 40. This will be the life of the object.
When ever your the damage counter should occurer create a counter, seting the numbers to what ever damage it should display.
THEN:
Allways -> Set alpha-blending coeffcient to AlphaCoef("Your Counter Object") + 6 (for example)
-> Set the Speed of the Counter object to, Set speed to Speed("Your Counter Object")-1
Speed of ("Your Counter Object")<= 0 -> Destroy
The higher your speed is, the longer the object will last. I used speed 40, and with the settnings turnd to 50 cycles per second the counter will last 0,8 seconds and fade out throught out it's life. if you adjust the speed make sure you alpha blend Coef will still reach around 255.
+1 for this post,
Been looking for 3D transitions between frames, haven't yet found some transitions to add.
Would be a very nice addition to MMF2 to have this feature "improved"/"Extended" from it current state.
Been looking for a page turning transition between Frames, any one got any clue where else to look ?
Edit: Notice there is a scrolling option for Modules when editing transitions, is there more transition Modules out there ?
Ah not just me then although i wouldnt have minded 91 sales !
It was the first day i made it free so didn't earn a single dollar,
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)