Posts by ViktoROBO

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.

    I know there was talk here about creating a PS Vita exporter, and looking for beta testers. The biggest hurdle for that is finding beta testers with a PS Vita Dev Kit, which would cost a user thousands of dollars.

    But as an alternative for smaller devs Sony just started making Playstation Mobile content available to Vita owners through PSN. Cost of entry for us is a lot smaller. It sounds like Sony's version of XNA right now.

    Is Clickteam looking at developing an exporter for the Playstation Mobile SDK? I'm a Vita owner and would definitely be interested in this exporter.

    For anyone interested...

    Please login to see this link.

    There are already some pretty cool games up on PSN, so any Vita owners should check them out. A lot of stuff created by Clickers would probably fit right in, since a lot of them are pixel art games. I can totally see myself playing Noitu Love 2 with the touch screen. Would be awesome.

    It's hard work. Just getting the motivation to do all this on your own can be tough. I'm trying to do that now, but I think my ambitions may be set too high for my first project. I think I need to set this idea I have aside 'til I have more experience.

    Any plans to release on Android devices when that is available?

    I really like the art style and atmosphere. Visually it's different enough from Limbo to stand on it's own. I love puzzle platformers, so I'm digging this. I do think the running speed might be a bit too slow. I'm also running into an issue where I can't get passed that walking thing with glowing orbs all over it. Every time I throw a rock at it I get caught in it's blast radius and die.

    EDIT: I figured out how to pass him

    I like what you have here. Keep going with it.

    I think you should have the background layers scrolling at slower speeds. It would give more depth to the visuals and improve the feel of the game a lot. Adding a little vertical gameplay could be good too, so all the movement isn't just left to right. But you've still got a lot to do. That may already be in your agenda.

    It took me about 5 minutes to finish. That's an estimate, as I wasn't keeping track of time.

    Holy crap... a PS Vita runtime! I was hoping that one day I'd be able to put a game on a portable device, but wasn't really interested in creating a platformer with touchscreen controls. The PS Vita is perfect. And I own one!

    I'm still an MMF newb, but I'd love to do some beta testing on the Vita runtime.

    The great thing about being able to work on Vita is that it's a new platform. So it's not as hard to get your product noticed as it might be on iOS. As a Vita owner I can tell you that we love it when a new game shows up in the PSN Store, because it isn't happening often enough. A decent platformer is likely to get a good amount of attention. So few games are being made for the Vita right now that, hell, major gaming sites may cover your game and rate it. Even games that a lot of Clickers have released as freeware could probably make the creator a decent profit if they were to throw it on the PSN Store for a $5+ price. I'd definitely pay that for a Vita version of some Click Classics.

    Keep adding to the list of compatible platforms, CT.

    I've been aware of Multimedia Fusion for a few years now, mostly through Nifflas because I was such a huge fan of Knytt when I first discovered it and he linked to MMF on his site as the tool he used. Anyway, I finally bit the bullet and bought the software. Happy to be a member of the community and have already benefited from the resources of others.

    I've been toying around with the Frame Editor, Event Editor and some Extensions for a couple weeks to get my bearings and I feel like I'm finally ready to learn what it takes to build a game engine. Specifically a platform game engine. I'm still undecided as to whether I'm gonna use PMO or follow DavidN's tutorial and build my platform engine from scratch. But that isn't really what my question is here.

    I've been reading different threads about building a game engine. And the 2 options seem to be

    Copy the events that make up the core game engine into every frame. (this one sounds like the most tedious method of the two.)

    Build the engine in a single frame and use a map editor to build your levels This one seems like a good option. A lot of posts I've read talk about creators building their own map editors. I don't have much programming knowledge. I'm not really capable of that. I downloaded Ultimate World Creator, but the extensions required to use it pretty much limit me to only one platform. Windows OS. I'd like to have a bit more freedom than that.

    I also considered the TileBox Extension, but even it is limited to only Windows and Flash. And it would only aid me in level design. It wouldn't solve the problem of having to redo everything in every frame.

    Is there another tilemap editor for MMF that is compatible with more platforms? If I get serious about a project I'd be really interested in exporting to XNA, and possibly iOS and Android if I felt the touchscreen controls were good enough.

    Lastly, is it possible to set up a game engine in the Global Event Editor? I tried doing it, but I seemed to be incapable of properly importing my objects into the Global Events.

    Thank you.

    I have to agree with those who discourage doing it. You certainly could build a game with stock assets and release it commercially. Likelihood of being successful doing that? I have to imagine it's pretty close to zero. It has nothing to do with the stock assets not being good. They actually do look pretty good. But your work would not be original. As far as the process of building a game or application goes, yes, coding is the most important part. But when releasing something commercially, what's most important behind the scenes isn't necessarily what's most important for the user. When I play a game I want to play an original game with an original art style and original music. Nearly everyone does. All it would take is one game to get recognition using stock graphics, and then all other developers who tried to do it would be called out for using the same sprites and textures of that other game.

    You could, but I wouldn't encourage it if you actually want your game to be played.