Posts by ptiseigneur

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,

    Update mode GUN.

    Add "180 crouch" AIM:

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    Start of the addition "unsheath crouch gun"

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    Some animation position adjustments: (here lower and lift)

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    Setting a bug, in sneak mode against a wall, it was a 180 in target mode when changing direction.

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    + reorganization of some lines ...;)

    Update standart mode:

    Add mechanic "180 turn fall "

    Catch ridge lower floor.

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    Ignore the lower floor ridge.

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    2 floors lower..

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    It remains to do that of a floor ..

    Hello,

    Small additions and modifications ..

    Le fall near wall..

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    Test of the reactivity of the camera.

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    Start of the runjump (the anime speed is not set)

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    Test with a small end of the level with classic camera

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    Test with camera-room and light system ..

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    Test animation optimization:

    Original in game:

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    With one frame less (that of the hand)

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    Hello,

    Small video of The update of the engine.

    Additions and finishes of the mechanics of the walking mode:

    - roulade
    - jump a ledge while being lowered
    - grabs a cornice during a jump in the void
    - shocks against the wall during the roll
    - shocks against the wall during the jump
    - falls during the roll

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    coming Soon:
    Walking mode:
    -180 right-left being down
    - Action on an object

    start of run mode ..

    Hello,

    Classic version versus my Engine.

    longjump:

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    Climb :

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    missed jump:

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    walkfall :

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    Ajout du crouch :

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    At the displacement level in the Engine, there is therefore for the standard movement:

    -walk
    -180turn
    -crouch
    -descend and mount platforms

    - long jump without momentum
    - long jump without momentum missed
    -high jump

    Coming soon:

    walking mode unfinished:
    -roulade (70%)
    -jump a ledge while being lowered (50%)
    -a catch ledge when jumping (10%)

    run mode and gun mode when the run mode is finished.

    I dissect the game thoroughly to do all its mechanics, the goal being to be close .. As soon as the engine will be almost identical, there will be small additions and more to make the difference ..


    Ex : Camera room

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    Hellohello,

    Here for those interested a demo in 1280 (without the Cam) to test the movements and take a feedback.
    There are a lot of things that I did not put because I want to know if he holds the road before.

    QD = Right / Left
    ZS = High / Low
    S + C = To descend from the cornice and to suspend
    Z = When one is suspended, he goes back
    S = When one is suspended, he drops

    Space = Jump in length (without moving)
    Space + Run = Jump (to see whether to disable it)
    Maj = Crouch
    CTRL = knife (by default it is not activated, it is necessary to press 2)
    Mouse Right Click = Vise (when the gun is selected) "temporary"

    1/2/3/4 Numpad = réso


    it is necessary to press 2 for the knife and 4 for the pistol. Attention, the system of shooting is not implanter.


    To mount a mid-high wall, stick and press Z:

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    For Hanging, Jump in length and hold Q or D, here Q then Z to go up:

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    The Edge, be close to the edge, hold S and press C, to go up, Z:

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    Push the Crate (Q / D), mount on it (Z), go down (S maintained + C) to hold on to a cornice, get closer and press Z or else if you run, jump(Space et Q/D maintenu pour le Hanging)

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    To take the Gate to go up, press Z when you are on the square.

    Lien :

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    Thanks zip2kx & SirRandom.

    ""SirRandom:
    Looks impressive and all, but did you ever finish those previous tech demos? They already looked cool as hell! I remember one with a soldier and a zombie, and the other was something fantasy-themed. ""


    Some tech demo are finished, others are being fixed on the bugs..

    But it takes a lot of time to do the animations under 3dsMax and Aseprite or to code, more to look for bugs and fixes.

    Survival :
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    Fantasy:
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    The advantage is that they have the same engine base with some modifications..

    some works..

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    Color Vers: (Perhaps)

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    And Here other version in 720P in development with Covers system and walk against the wall on a ledge etc...

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