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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.
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.
Alright, so. Did some tinkering and found a tutorial by AlmightyZenTaco that helped IMMENSELY. Here's the fixed code.
Code
* Number of ("Items") > 0
- Start loop for each of ("Items"), loop name "ItemGrav"
* On each one of ("Items"), loop name "ItemGrav"
- Set Y Position ("Items") to Y ("Items") = Grav("Items")
* Grav("Items") < 7
- Add 0.325 to Grav("Items")
* On each one of ("Items"), loop name "ItemGrav"
* ("Items") is overlapping a backdrop
- Start loop "ItemCollide" 16 times
* On loop "ItemCollide"
* ("Items") is overlapping a backdrop
- Set Y Position ("Items") to Y( "Items" ) - ( Grav( "Items" ) / Abs(Grav( "Items" )) )
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.
Code
* Grav("Items") < 7
- Add 0.325 to Grav("Items")
* Number of ("Items") > 0
- Start loop for each one of ("Items"), loop name "ItemGravEach"
* On each of ("Items"), loop name "ItemGravEach"
- Set LoopIndex("Items") to ForEachLoopIndex("Items")
* On each of ("Items"), loop name "ItemGravEach"
- Start loop "ItemGrav" Abs(Grav("Items")) times
* On loop "ItemGrav"
* Grav("Items") < 0
* Pick object which Alterable Value G = ForEachLoopIndex("Items")
- Set position ("Items") to Y ("Items") - 1
* On loop "ItemGrav"
* Grav("Items") > 0
* Pick object which Alterable Value G = ForEachLoopIndex("Items")
- Set position ("Items") to Y ("Items") + 1
I have 8 Global Values being used for Weapon Energy in my game. I'm trying to figure out a function that selects the global value with the lowest value of those 8 (like if you were to pick up weapon energy, it would refill the lowest value first).
Anyone have an example of that laying around? Thanks in advance.
Found the issue. In order to save the data, I have to set the default INI file to the extension in the frame. Otherwise, it loads the data, but not the file to edit.
[MENTION=8318]N64Mario[/MENTION]: I did just so that my app had native gamepad controls without the need for Joy2Key. As for whether others do this... Not sure on that one.
[MENTION=5150]danjo[/MENTION]: That works perfectly. Thank you.
I'd like to give my game both options for control input, but I don't want players to be able to use BOTH at the same time. What's the best way to disable the keyboard when a gamepad is in use and vice versa? (Using the ControlX and Joystick2 objects).
Trying to make a printout of an older version of an app, but I can't get into the Event List Editor from Global Events. Is there a way to print a copy of these or do I need to keep a second copy of CTF open to reference?
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!