No problem, glad I could help!
Posts by Sp33d
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.
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.
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Well there's a bug in my game that only happens when a touch screen is used. I figured out that if I disable a certain non-crucial feature, it works fine. So what I would like to do is detect if the user is using a touch screen, and then automatically disable the feature.
Unfortunately I haven't found any other way to fix this
Yes, I don't believe there is currently an extension or method to detect this automatically, after some searching. Your best bet would probably be to ask "are you using a touchscreen?" when you start up the game, or having "touchscreen: on/off" in the options.
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If I understand correctly, then the event I wrote:
+Upon pressing Enter
-Change animation sequence to Attacking.Should work. If you want it to actually kill things/do damage, though, then you will have to use the method I wrote before.
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If you right click on a trigger, there should be "OR operator (logical)" and "OR operator (filtered)" on the drop down menu. It will place the operator below the event you're clicking on. Is it different for you?
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I am just about as much of a noob to games factory 2 as you can get and I cant figure out how to do melee attacks what so ever. I want to use a charactor from the library and it already has an attack animation but I don't know how to play the animation when I hit a key. I think I can figure out how to make it kill/damage an enemy but I dont know how to just make the charactor use the wepon at all.
Hello,
If you are using a character from the library, I think the best way to this is to create an invisible object (as a hitbox), and when you attack, it checks if the enemy is in the hitbox (in range) and then destroys him. This is the most popular method in most 2D game engines, as far as I'm aware. For future reference, if you were to create your own character, you could just make the weapon and active object, but this is still a viable method.
So what we want to do is make an invisible rectangular box, make it follow the player everywhere, and make it so when the player presses the attack key (I'll make it Enter for now, of course you can change this later) then it checks to see if an enemy is in the box, and if one is, destroy it.
First, make an active object, color it in, and make it the size of the range of the characters melee attack. Name it "Detector." Double click on it and make sure the hotspots (the eye tool and the one right next to it that looks like a star) are in the center. Do this with your character too. Then put these events:
+Always
+Player is facing a direction [align=right]
-Detector: Select position...Then a box will appear on the play area. Make sure you check "relative to"
Then click on your character, and tweak the X and Y coordinates at the top to position it in front of the player (where he will attack).+Always
+Player is facing a direction [align=left]
-Detector: Select position...Do the same thing as before, except this time make it face the other way, so when the player is walking left, it sticks out to the left side of him.
If your player is facing you when he stops moving, add this:
+Always
+Player is stopped
-Detector: Select position...Same thing one last time, but now position it right in the middle of the character.
Now just two easy events:
+Upon pressing Enter
-Change animation sequence to Attacking.If your player has an attacking animation built in, this will make it play whenever the player presses enter. If not, you'll have to make one, or use a different character.
Now, put an enemy in the playfield.
+Detector is overlapping Enemy
+Player animation Attacking is playing
-Enemy: DestroyThis will kill the enemy when he is attacked.
Test it out! The detector should follow the player wherever he walks, and then the enemy is inside the detector while the player is attacking, he will die.
Final step:
Click on the Detector in the play area, and in the properties tab, uncheck "visible at start".Here's an example:
Please login to see this link.In the example is everything I just explained.
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Mmmm.. Sounds odd, I've never experienced this problem. Have you tried changing the rendering mode in the application properties?
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Thanks so much! That works perfectly! Now I can get to creating the levels.
-Sp33d
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Anyone? I'm still trying to figure it out. Seems like it would be easy but I have no idea how to do it and endless experimenting hasn't been helpful so far.
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I have a platformer movement question as well :). I made my custom movement following Please login to see this link. and it's worked great so far. However, I have no idea how I would make the player fall faster than he jumps up. I would like him to jump up at 1 pixel per frame, then fall at 2 pixels per frame. I've been trying at it for a few hours now but I can't figure out how to do it (I am new to MMF2 ) Can anyone help me with this? I've attached the .mfa.
Please login to see this attachment.
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Know this is a fairly old thread but just wanted to say that I've been playing this game for about an hour strait now, it's unbelievably fun! I love the damage system and the ship variety. Very polished too! Will recommend to friends.
-Sp33d
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Hi!
This is what I did for my game, although it does use disable/enable events. It's honestly the best way to do things in my limited experience.
First, create a new Alterable Value for you player. Name it "Jumpwait". Set its defualt value to 30 (this can be changed later).
Next, go to the event editor. Make a new group of events called Jump wait, and turn it off by defualt (uncheck the active when frame starts box when creating it). Change you jumping event to this:+Player presses Fire 1
+Detector is overlapping a backdrop
-Activate group Jump waitThen, in the Jump wait group:
+On group activation
-Deactivate group Horiz (or whatever your horizontal movement group is)
-Change animation sequence to [anticipation animation]+Every 0.05 seconds [CHANGE]
-Sub 1 from Jumpwait+Jumpwait = 0
-Set grav to -6 [CHANGE]+Jumpwait < 0
-Deactivate Group Jump wait
-Activate Group horiz
-Set Jumpwait to 30 [CHANGE].mfa attached
I don't know how you would do it without enabling/disabling events, though. This method is the least buggy of the ones I've tried. And of course you need to change the timing to fit with your animations.
-Sp33d
Please login to see this attachment.
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Hello, I am new to MMF2 and have a question regarding gravity in my custom movement. I used Please login to see this link. to make a simple custom movement for my platform game. I would like the player to fall faster than he jumps up, so he ascends at, say, one pixel per frame and then falls at 2 pixels per frame. I have been trying to figure out how to do this for a few hours but I can't find any resources to help me. I have experimented with the numbers in the program but I can't get it to work. Any help would be greatly appreciated. Attached is my .mfa of the movement.
Thanks much,
Sp33dPlease login to see this attachment.
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Wow, that works perfect! Thank you for all your help, Gerald. I cannot thank you enough!
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Is this something that will happen only once due to a certain result like being stunned or getting hurt, etc or is this just what happens all the time?I was thinking of it happening all the time, as I am trying to create a game like ghosts n' goblins or certain castlevanias where you have to be very careful of when and where you jump.
Thanks,
Sp33d -
Try and Add *Collider is overlapping a backdrop to Line 14
*Horiz of (Player) <> 0
*Colider is overlapping a backdrop
-Start loop "Horiz" Abs(Horiz( "Player" ))Thanks for the tip, Gerald! Very helpful. Can I make it so that the player keeps his momentum if he's moving before he jumps, instead of just stopping dead when you press jump?
Thanks for the help,
Sp33d -
Hello!
I am new to MMF2, and have a question about air control with a custom movement. I followed Please login to see this link. to make a custom movement for a platform game, but I would like to make it so that the player can not change directions or control itself in mid-air. Basically, once you press jump, you can't control your character until you hit the ground again. I have been trying to do this for a while, but I just can't get it to work. Attached is the .mfa of the platform movement.
Thanks,
Sp33d -
Just looked through the code. It's great AI, and could definitely come in handy in my game, but I didn't see anything involving grid movement, which is my real problem here. I will keep that file with me though, that's some really cool stuff!
Thanks for the help,
Sp33d -
Hello!
I want to make a simple roguelike-style game. I used nivram's grid movement example to make the player movement, and I got a simple enemy AI to chase the player when he gets close to it. How can i get the enemy to move on the same grid pattern as the player, yet find the simplest path to get to him? I am happy to attach the project if anyone wants to look at it.
Thanks!
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srry double post. Again, thanks.
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Got it.
Thanks for all the help!