Posts by MasochisticGamer

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 found this digging around in my old flash drives the other day. Honestly, I thought I had lost it. In a nutshell, this was my attempt to make a viable Pac-Man engine based on the information given on Gamasutra's Please login to see this link.. Obviously, it's highly unfinished. But the basics are in place and one of the ghosts is functional (barring a couple of glitches).

    I'm more than positive there's far easier ways to achieve the functions in this example, but for now, it's a neat little peek under the hood for anyone curious enough to tinker with it. Looks like I commented on a lot of how it works, but the engine is very very rough.

    NOTES:

    • Blinky is the only ghost that is functional. To a certain extent.
    • You have to press the SpaceBar to toggle between the ghost's Chase and Scatter modes, as I hadn't yet finished the functions to toggle them automatically.
    • The Target Tiles the other ghosts are in place and functioning as they should (Press Tab to see them).

    The engine has the following:

    • Player Movement with Cornering
    • Player Deaths
    • Power Pellet Functions
    • Ghost Frightened Mode
    • Ghost Fleeing Mode
    • Stage Clear

    To anyone who would want to finish tinkering with this, I say enjoy. I had fun working on it.

    Please login to see this link.

    So, I know that Mid$ returns a character(s) based on it's numeric range. But how would I go about changing one particular character within a string without disturbing the others?

    Example: There are 10 items in a stage. Each of those items has a flag represented as a 1 in the string. When collected, the 1 needs to become a 0 so when the stage reloads after a death, the item does not spawn.

    I've uploaded an example file for anyone that would like to use these functions for their game. The example shows how to setup stage items with a spread value at the state of a frame (Can be left as is or governed by a Global String/INI/Array to determine which one has been picked up) and Dropped Item functions which will fade away after a set time. All of the item sprites are a single shared object using IDs to determine which item is being displayed. All items are affected by gravity as well, using an embedded collision detector (Since the example is based off Mega Man items, this allows for the one pixel into the ground effect those games share). Optimization of the events is more than possible with this, as I just used simple events to get it working.

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    Alright, so. Did some tinkering and found a tutorial by AlmightyZenTaco that helped IMMENSELY. Here's the fixed code.

    So, I have one object to govern items, but I'm having trouble getting their individual gravity. I got this working once before back in the MMF2 days using the ForEach object, but it's not working the same as the one built into CTF2.5 The gravity functions for the most part, but tends to jitter when multiple item objects are spawned.

    Any help would be greatly appreciated.

    When I was using ControlX to make mappable controls for my game, I noticed that the incorrect keys were displaying on the options screen.

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    I made a quick workaround which loads ID data from an INI file to display the proper keys mapped to each button.

    So instead of:

    Always

    • Set text to "[' + Str$(IntToKey$( 'Control X', KeyBUp )) = ']"

    It now uses:

    • Set text to "[' + GetItemString$( 'Ini++ v1.5 Object', 'keyboard', Str$( KeyBUp ), '' ) = ']"

    This pulls the correct key from kbdata.ini and displays it onscreen.

    Please login to see this attachment.

    The attached ZIP includes an INI file which has the correct keyboard mappings (for my keyboard at least) and an included app to map your own IDs.

    EDIT: The INI file does not contain an ID for Pause|Break or Alt. For some reason, ControlX wouldn't detect whenever I pressed either of these keys.

    Using INI++ 1.5 to save option data in my game. I have the following setup in the INI itself.

    Code
    [options]
    fullscreen=0
    screenscale=2
    soundvol=100
    musicvol=100

    It loads data from the INI just fine. It's WRITING to the INI that I seem to be having trouble with.

    Example: Let's say you set the screen scale to 2x (which would be a value of 1 saved to the INI).

    Start of Frame:

    • Appdrive$ + Appdir$ + "options.ini" (Load file, keeping the old path, keeping the data in the current object.)

    Player Pressed Button (Okay):

    • Set Item "fullscreen" in group "options" to value FScreen("Active")
    • Save INI

    For some reason, the value for fullscreen stays the same. Nothing changes.

    EDIT: When looking in the debugger, the data is changed there. But just not saved. And for the life of me I have no idea why.

    MFA Requirements: INI++

    As the title says, this is a custom animation system for people who want more control over their active objects. This is based off the work done by Chloe Sagal at TDC with added features:

    Load Animation Data from INI
    Frame Skipping
    No Need for Duplicate Frames
    Swap Direction of Player Sprite Using the Effect Function
    Palette Swapping Without the Swap Color Function

    I hope you guys find this tutorial useful. I plan on using this system for my Castlevania and Mega Man engines. Special thanks to Chloe for the article on TDC!

    Original Article: Please login to see this link.

    I've set the directories for my JDK and Android SDK but no mater how many times I build the app, I get the following error:

    Code
    Buildfile: C:\Users\nineb\AppData\Local\Temp\And5A83.tmp\build.xml
    
    
    BUILD FAILED
    C:\Users\nineb\AppData\Local\Temp\And5A83.tmp\build.xml:84: Cannot find C:\Users\nineb\AppData\Local\Android\sdk\tools\ant\build.xml imported from C:\Users\nineb\AppData\Local\Temp\And5A83.tmp\build.xml
    
    
    Total time: 0 seconds

    Any ideas?