Posts by Ahiru

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.

    Hello, I'm trying to implement some dynamic generated backgrounds - by creating actives, doing whatever and then pasting them into the background via fastloops.

    Thing is, if I try to resize the object, it won't apply the changes once I paste them in the background! It works fine if I keep the active alive (it gets resized as desired) but once I paste it, it goes back to the original size...

    Is there a way to avoid this behavior? Is it a bug?

    thanks!! but could someone please help me out with the modal subapp as a frame? I can't make it work properly on a real device... selecting pop-window->modal does not work....

    could someone confirm this please?
    I've attached a test file Please login to see this attachment.

    here's the issue:

    - I was just testing a pause method (feel free to improve it and use it!), checking a flag to see whether the pause button clicking was pausing or unpausing the game.
    - if the flag checked is like 0, 1 or 2, a low #, it will work just fine.
    - if the flag checked has a high number (for whatever reason one would need), it works fine on runtime, but it won't work on a real device.

    maybe the higher flags # get lost on xcode or something?!

    anyway, just using low flag #s should work just fine. just in case someone would use a high flag #, be aware of this.

    hello!
    just messing with the possibilities of the Platform Movement Object and came across something I haven't figure out how to do it:

    is it possible to make moving platforms with actives (to make them move obviously) and work just like a background obstacle (with the "jump through" and "select object overlaps an obstacle", to make the player stand above the platform)??

    hope it was clear...

    easiest thing is to use the Player Movement Object, just make actives as the directional and buttons, and "upon clicking" or "tapping" (since this thread is not on iOS/android exports, I'm not getting into multi-touch details) set the PMO to read it as a input.

    examples:
    - User clicks on active object(->) = PMO: "User is holding right input key"
    - User clicks on active object(jump button) = PMO: "Jump"

    EDIT: if you wish to use your own platform engine, just make them like this:
    - User clicks on the "right" arrow = (your player object) Set X position to X(your player object) + 5 (or whatever, remember to use fast loops)

    ok so I got another question... while scrolling, how to make the built-in joystick to stay in place (After repositioning)? I tried using dynamically repositioning (to adapt on every device screen ratio) but they start to move along when the scrolling is taking place...

    -- EDIT: oh my goodness, oh my dayum... I just woke up slower today, I just put the positioning event in the start of the frame line... (it was in the "always" line).... now it is just fine.... sorry about that!!

    Hey clickers, I was trying to make an analog joystick (with slower-faster implementation). it worked fine for my needs - except I couldn't figure it out how to reposition it while scrolling (note this is different from the dual-analog example by Willy, it was actually an analog that upon releasing it would come back to the dead zone position).

    anyways, that's not the point, I decided to check the built-in touch joystick (I know it isn't real analog as well, just wanted to check it out) - and there's something I couldn't figure it out how to do properly:

    - how to position and scale it? in the events there's the joystick position (X and Y), and the buttons as well... but they make no difference (running on real device from xcode), they are displayed in the same fixed location and scale...

    any ideas?

    -- EDIT: nevermind, just changed the frame properties to "controlled by extension", now I guess it is fine!

    hey that shed me some light... I managed to do something (like upon pausing changing the random generator to something unused, and made something like "if the random number is XX, set timer to XX sec, BUT only if the random number is not XUNUSEDX", and it works, but you know, the "code" is getting messy...)

    and yes, I paused like >90% of the events as well, might just leave the timers out somehow... or I might redo everything later...

    but thanks, you were helpful! :)

    hey guys, I'm trying to implement a custom pause menu and the game is an infinite scroller.

    thing is, there are waves of random objects that are being created and timers (tried both counters or clock object) to wait for the next wave or something. now, when I save, I close the entire game "engine" group, and upon unpausing, reopen the engine group.

    everything is good, except the timers I made to 'wait' for the next wave, gets reset every time the game unpauses.
    example - there's a random wave generator, and it has a condition like "if the random generator is XXX, set the timer/counter to XXX (seconds)".
    when pausing, the counter/timer pauses alright (either setting the timer to pause or checking every second to subtract 1 from counter -- since the group is closed, it won't sub anything from the counter).
    now when the group is reopened, I understand this line will be read again, even if the counter/timer was already running before pausing, causing it to reset every time I unpause.

    I was looking for something like "if the random generator is XXX, set the timer/counter to XXX (seconds) but only if the game wasn't 'unpaused' amidst this"

    I hope I was somewhat clear lol...

    what would be the best way to overcome this?? thanks!