Posts by Gogeta

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 have been tweaking my PMO quit a bit the last days.

    After reading tutorials all over the net I decided to try something new (at least I didn't see this approach on the net) and tied my "animation" system to an active. I'm using PMO + Detector_Base (for my Sprite) + Animation_Flag (which is the new active). This active will be used for only switching on and off's my flags.

    So when my Character is stopped I set my Animation_Flag to facing direction right (0) + my sprite to the animation "stopped" and I switch all Flaggs from 1-31 on my Detector_Base to off and 0 to on. This works quit well!
    When my Character is moving right or left I set my Animation_Flag to facing direction (1) + my sprite to the animation "walking" and I switch all Flaggs from 0 + 2 - 31 (this is not a expresion, just to be clear ^^) on my Detector_Base to off and 1 to on. And so on ^^

    So far my character can do quit some stuff as walking, jumping, double jumps, walljumps, hang on ledges, pull him up or let him fall down and shooting (for some instances).
    A quick question so far: Is this method performance-wise a good idea or how would you implant this system?

    Can I switch all Flaggs from 1-31 to off in just one expresion or do I need to really switch every flag on his own?

    Am I thinking too complicated in that system or does it have drawbacks that I even didn't think off before planing?

    At last I got it!

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    A lot of trial and error, but thanks for all the help! I would appreciate your file, Ryan, maybe I can learn from it, too. :)

    Oh yeah, I have a nasty Soundbug (?). My footstep sound is played perfectly in MMF2. Though, my Bomb_Explode sample is cutted after 1,5 seconds, alltough the mp3 is 3 seconds lons. Any Ideas what happened here? Even when I play it via the sample editor after I loaded it, it only plays 1,5 secods. :(

    I get your Idea if you use some type of qualifier or objects that needs to colide AND are not on your character.
    I dont use qualifiers though... On my character there are allways 4 little images (basicly 1 pixel only) attached that allways scroll with my character. If right_up_image DON'T collide AND at the same time right_down_image collides with a backdrop, then the character is hanging in his hanging_on_ledges_pose.

    Right now I almost got it right. Need a little finetune and maybe the file from ryan can help me out, too.

    I'm a bit confused how to do that with a animation like in Metroid Fusion.

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    I tried it with this:

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    I have a path movement setup so if the Playerflag is 8 and the joypad is being pressed up the path movements come up and the new animation is played. Well... in theory it worked (like so many other ideas *lol*) but in short it really sucks. xD
    Am I being stupid and trying something which is easy to do in a other, maybe better/faster way?

    If I dont use the Animation for climbing up and only use the path movement it looks ok, but well, I'm trying out new stuff so I give it a shot. :)

    If you need more, then just tell me. ^^

    Sorry for getting an old tread back up, but I cant seem to get music playing working in an XNA project...
    Everytime I try it, it's all greyed out. Only when I use the "Standalone application" I can use music over again. Am I doing something terrible wrong? o_O

    Thank you Danny ^^
    I found out that under the helpfile -> "the objects -> inventory -> xna objects -> xbox gamepad -> expressions" some lines are stil in french?
    - 0 : bouton A
    - 1 : bouton B
    - 2 : bouton X
    - 3 : bouton Y
    - 4 : arrière gauche
    - 5 : arrière droit
    - 6 : back
    - 7 : start
    - 8 : stick gauche
    - 9 : stick droit
    - 10 : pad haut
    - 11 : pad bas
    - 12 : pad gauche
    - 13 : pad droit
    It just a bit weird because just above, under "conditions" the english translation is perfect ^^

    Hello Asholay, do you have a link for me?

    I thought this would be straight forward, but in the end I was only able to use the normal Buttons from the 360 pad, alltough I miss LT and RT (or LB and RB?)... is there any chance u get those too?

    Edit:

    Another question just popped my mind: How is it possible to look if you're pressing a Button, or holding down? I use PMO in my Game and need to check if you just tab the button orif you're holding it down to jump higher.

    Well I got it...now I know how to handle the listobject and that make perfect sense for an inventory menu. Thanks fior that, I'll try it out later. :D
    But the old problems is stil consistent: I dont get the array objects. xD

    Can you post a simple example how to use it for stuff except inventory (like RPG Stats, Quests etc...)?

    Thanks again, you helped me out a lot (if I can use it but this makes total sense ^^)!

    This make perfect sense for Inventory! Thank you!
    But how do you display them in a custom made inventory graphics? Is there a good way to sort them automatically, when you get new stuff, in like a 6 by 6 grid? I really thought that making 36 "If... then..." is a bit stress and that arrays are the only way around it. xD

    So basically I could make an Array with just x and write to X_Array1 = Knife and make a loop that takes all itemclasses (made with groupinventar or something like this) and put it in X_Array + 1 so I dont need to write ever item manualy?

    To writing one simple Value I dont need a array. How about writing dozens of stuff? I think loop is the only way, right?