Posts by Ibis

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.

    let's say I have a dialogue box, I want text to scroll onto the dialogue box from below, but it should look like this:
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    and not this:
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    what's the easiest way to do this? presumably the dialogue box is going to be in front of the background layer but i want the background to overlap the parts of the text not inside the dialogue box

    thx~

    I'm having an issue where once I actually build my application, a lot of scripts involving XLua break (particularly, any references to functions within MMF2 events can't be called). These work fine when I run the application as a test from inside MMF2.

    I'd assume this is because of MMF2 not being able to locate the packages, but the .exe is in the same folder as the .mfa.

    The following is included at the start of the "auto" script:

    Quote


    package.cpath = "./?.dll;./ext/?.dll"

    require "mmfi"


    but I get the impression I'm missing something really obvious.

    E: specifically, the error says "attempt to call upvalue 'MMFFunction' (a nil value)

    Is there a convenient way to make a table of multiple object classes, or just one based on a qualifier instead of an object?

    Furthermore, is it possible to arrange the table so that when looping through it, the order the objects are selected will be based on a value (example: objects with lower Y run through the loop first)?

    From what I gather based on issues I'm having with my game and the tutorial for XLua's MMFI, I'm under the impression that XLua only updates the positions of objects for use in collision detection at the end of the frame (and if I'm wrong then I can't seem to find a more detailed explanation of how it works).

    This is making it incredibly difficult to handle moving platforms (among other things) using XLua. Is there any sort of way to affect when object positions are updated, or will I just have to use MMF2 itself?

    Not sure I know how to word this properly, but I want to be able to have a set of random values (let's say 2, 10, 10, 5, 3, 8) then distribute them across an array in a random order (eg 1,1 = 10, 1,2 = 2, 1,3 = 10, 1,4 = 8, 1,5 = 3, 1,6 = 5) without repeating more than necessary (meaning that it shouldn't ever become 10, 2, 10, 10, 5, 5, etc). What's the easiest way to do this?

    Hi,
    I have an enemy object with multiple variations, both managed by the same object using a value (0 for variation A, 1 for variation B). Aside from a few very very slight differences, they are almost identical, so I did this instead of making seperate objects to save space.

    I want to make it so if variation A collides with variation B, they interact with eachother, but the same thing doesn't happen if variation A collides with variation A or variation B collides with variation B. The basic idea would be that this collision would flip a flag used in another event, so that both objects know where to go from there.

    The problem is, I have no idea how to make it so that when two of the same object are overlapping, MMF2 will check to make sure the two have a different number for the same value before proceeding. I imagine everything I've attempted just has one of the two objects check for difference in variable. Is this even possible to do without just making seperate objects?