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I'm using PMO and have noticed an annoying inconsistency with my game's movement. There's a lot of programming in there, so I don't expect anyone to give me an exact answer, but I'm wondering if anyone has any ideas what could be causing the problem? There's a video below showing me perform the same actions, but getting a different result.
The problem shown is half the time I roll off the platform, I hit the ramp and jump upwards. The other half, I miss the ramp completely. I've tested this many times and it seems completely random. I have some counters on screen that have been checking X Velocity, Additional X Velocity and Gravity. They all remain the same value when the problem occurs.
Any ideas? (One thought I have is that I'm running Fusion on a virtual machine, which does have random lag spikes, could be this..?)
Video example: Please login to see this media element.
Okay I solved it pretty quickly. I'm not sure if I was misunderstanding something about my above method, but it doesn't seem to work.
The solution was to always set a value to channel 1's position, then get channel 2 to start from that value, rather than referencing the channel/sample directly. It doesn't seem like it can check the position of the sample and/or channel, despite the option being there..?
I have two pieces of music playing, they are the same melody, just with different instruments so they should sync. I am calling the two pices to play at different times, when I start the 2nd one, I add an action just after it that sets the position of it, to the position of the 1st sample (or I've set position of channel 2 to channel 1)
Both methods fail. It just starts the 2nd sample from the beginning, as if I've not told it to copy the position of the 1st one. How do these actions work?
So I have 100 or so events that have a global value as a condition "Visual FX off". They're duplicates of events that have some basic visual effects. (Particles, resisizng, alpha blending etc). I've grouped as much as I can, only activating groups when my Visual FX check requires it. The game runs fine, on all old computers I've tested it on.
My question is, is this even necessary? I'm not seeing the slightest bit of difference in terms of performance, or memory usage, number of objects, etc. Just a slightly less asethetic look. I'm tempted to just remove it all as I feel like it's just clogging up my main game events. Sorry I can't really show what I mean as the project is too large. But I'm not asking on a project specific basis, rather just wanting to know if in general what I've described above is necessary for performace?
Any tips on how best to manage performance in Fusion would be appriciated, really. Thanks.
Once again, multiple instance problem. Something like this:
-EVENT- Every 1 Second:
-ACTIONS- Create "Note" at "Organ" Set X Pos of "Note" to "Random X Coordinates" Set Scale of "Note" to 0.7 Order "Notes" behind "Organ"
So the "Note" is correctly being created at every instance of the "Organ". However, only the most recent instance of the "Organ" will have the "Note" alter it's X Positioning correctly. All earlier instances just ignore the X Pos, but are still created. It's the same for any other actions (The notes wont order behind the organ for earlier instances, or adjust the scale - ignores every other action below it, only applying these to the most recent instance). Why is it doing this and how do I get around it? Thanks.
See how the right Organ positions and orders the notes correctly, but the left one (The earliest instance) just creates the notes and ignores all the other actions: Please login to see this media element.
I like to pause my application and check the debugger. Sometimes (50% of the time) when I click on an alterable value in the debugger, the application unpauses. What causes this and why is it so inconsistent?
Thanks guys. I tried both examples, neither of them worked though. In the end I just used the player object to add/subtract a value from, as there is only one isntance of that (Still had instance issues that way, but resolved eventually...) I wanted to use the detector though so I could understand scoping better. I read through a user guide but it's such a confusing topic and I don't think I'll ever understand it.
How do I fix the multiple instance problem with a situation like this:
Always >Set alpha blending coefficient of layer to 'Value A' of "Detector"
When "Player" overlaps "Detector" > Add to 'Value A' of Detector
When "Player" is not overlapping "Detector" > Subtract from 'Value A' of Detector
So when the player overlaps one of these detectors, the aflpha blending coeffeicient does not change correctly, because the player isn't overlapping EVERY instance of the detector. How do I work around this? I've tries "For each loop" and that's does work. Thanks for any input.
It sounds interesting for sure, though I'm already 2 and a half years into a project that uses Text Blitter so I won't change it at this point. Thanks for the help. I don't udnerstand any of the syntax, I use Clickteam because I don't like any of that stuff, I just like to click on objects in the event editor.
Hi, thanks for this - It looks very useful. Can you explain what the "Compare 2 values : char index Mod 2 = 0" part actually does?
(Sorry I understand very little about the expression editor and I want to know what it is I'm using, not just copy something that works haha. I've never used compare 2 values event before as I've never understood it and also "Char Index Mod 2" I don't understand )
Trying to set a Text animation in an event for the Text Blitter - It opens the expression editor and wants me to specify the aniamtion type. How do I actually specify it? (I've read the help log and it doesnt seem to say?) You can't select it from the object in the Expression Editor, or simply type "Sin Wave" or anything like that... How are you supposed to reference it?
How can I trigger an event when a text blitter "blits" over a certain number of characters?
For example, starting voice blurbs playing when certain words are displayed on screen. (Only I want to trigger an event only when the text blitter displays 2 or more characters)
Pretty much what the title says. I'm not sure what's causing it, but ocasionally I notice the framerate become kinda choppy. When I hit the windows key to bring up the Start Menu, then press it again to regain focus of the application, the choppiness stops. (I'm running the frame from in Fusion, debugger is closed) Seems to be nothing wrong with memory useage or number of objects.
I've been working on a game for around 2 years and I've delt with various issues at times where different instances of Active Objects copy the interactions of other Active Objects, specifically Colission/Overlap events. I'm trying to figure out exactly what it is that causes this? As sometimes I can have an event that reads "When THIS overlaps THAT" and it affects only one instance of an object. Other times though, the same event will affect every instsance of that Active Object. I've even had it where when an overlap between two objects triggers an event which should create a particle effect and destroy the object, and it will create a particle effect at the instance where the overlap happened, but it will destroy ALL instances of that object on screen. So it's like it understands that only one instance was affected, creating a particle effect at that overlap, but then it just applies the destroy action to them all...
I usually solve this by "always" running a loop called 'instance' at the top of my conditions, or reordering the conditions such as: "THIS overlaps THAT" to "THAT overlaps THIS". Sometimes this works, sometimes it doesn't.
Sorry this may post make little sense, I'm sure I can figure out the issue, I always do EVENTUALLY - But I'm really just posting because I want to understand what causes these weird differnces in instances?