Posts by UltraHammer

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.

    Also for the record, I did think about which forum to put this on for like a good half minute. Because "technical support" always comes off to me as "there's some flaw in the system" or whatever, and not "how do I do a thing?" so I looked for three seconds at the thread titles here and I was like "hmm, well sounds close enough".

    I've posted correctly every other time, I'm just way too distracted right now

    So I'm going to post the game I'm about finished with to Newgrounds, and have been fatally putting off figuring out how to get the save feature to work properly.

    I have it working fine on my own computer. You grab a glowing "S", and it jots down all the important values, and saves them in a particular folder on my PC.

    Of course, no one else has this folder with the exact same name. So how do I make the file go to a particular, safe place no matter what computer is being used?

    I know this is a very simplistic question to a probably pretty complicated situation, but I'd like to just get some basic info. I WILL be studying up on it as well of course, I just wanted to put this here to speed up the process if someone knows something.

    Okay well, while I hope to become smart and/or awake enough to wrap my head around all this eventually, for right now, it seems best to just design my way around putting all the information on one frame.

    See for anyone who's curious, most of the LOC come from the enemies, who all have unique behaviors and code-based effects animations. So I'll just have one Battle Frame with a bunch of enemies, and another frame with a bunch of other ones.

    Thanks everyone!

    Yeah Behaviors actually don't even ALLOW for Qualifiers. Click Team would really be awesome if the next MMF allowed for that; it would make programming in this software so much easier.

    And actually, if I have 12801 events, even if that last event is in the regular frame, it still causes all these problems to occur, just the same, so I don't think it's my fetish for Behaviors that's causing it. Nontheless, I'll experiment around some more with that in mind. Thank you~

    The frame has 126 objects. Other frames in my game have more.

    The main frame has 76 events.

    All of the events within Objects themselves adds up to: 12635.

    So together, it's about 12711.

    I made an extra object and filled it with events that don't don't affect anything outside of itself. In fact, I then even filled it mostly with events that won't even happen. YET, if I add too many, it causes the frame to automatically declare me victorious the moment I load.

    In fact, the exact number of events I am allowed to put in this object is 69. If I put a 70th in there, the frame glitches up. Remove it, and it works fine.

    And 12711 plus 69 is 12800.

    So weird, because last time I had a big problem with the number 5779. Oh well.

    What kind of events you have set up and how is the frame messed up etc.

    It's really complicated, but basically:

    It's an RPG battle screen, with the character, the enemies, and the dozens of objects and assets backing it all.

    Normally, you just begin the battle by selecting your attacks when the frame begins.

    However the glitch, is that your character just immediately jumps into his victory position, and the game acts like you won as soon as the battle begins! Even though the enemies are still there. What's more, the 9 and 0 buttons are normally used to change the volume, but now it doesn't work!

    But I think there should be no limitations, you just need to organize your code very well and if there is a bug, there is a bug also in code.

    Yeah, I am almost positive that it's simply a result of too many events.


    The short answer is no. The longer answer depends on what exactly you're doing and how you're defining things like "complexity" and "complicated." How many objects are in your frame? How many events? Are the objects doing anything out of the ordinary?

    Good question. I'll add them up ASAP.

    Are you doing some unusual event editor practices?


    Well, I do 98% of my events within the Active objects themselves, instead of in the main frame. Could that be considered 'unusual'?

    So when a vital frame in a game I'm making started going haywire out of nowhere in weird ways, it took me more than a day of relentless testing and switching around to figure out what was causing it. So far as I can tell, this is the culprit:

    The frame just got too complicated.

    I was able to conclude this once and for all by making an active and just giving it dozens of self-contained Value events that don't influence anything, yet STILL its presence causes the frame to mess up.

    So yeah, I guess there's just too much going on in this frame. Anything I can do to get around it?

    Here is a more complete demo/alpha of a JRPG I have been making in MMF2.

    Please login to see this link.

    I'm not particularly needing comments; what would be really helpful is playtesters recording their gameplay footage (even better: their voice over while playing) and send it my way; this would give me very rich data on the quality of the level design, the interface and the battle system.

    Of course you can still just play it.

    The story is about a family who were being incessantly pestered by the Lifestyle Optimization Administration, who were constantly trying to get them to move into the city and under their wing, until they couldn't tolerate it anymore and retaliated.

    Yes, I have removed every event and condition, one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one *shakes head* it's my problem not yours; I'll nail it eventually. ;)

    So there's a thing that is supposed to happen when the Player presses "A", but sometimes, it won't work until the frame is reloaded. It's far too complicated to actually explain, but I've tried to figure out what's causing this for MONTHS and can't pick out a single thing that is causing it. No matter what I change or tweak or disable, it still happens.

    So I thought I should ask to know if, like, there's something wrong with MMF that--in certain contexts--could cause Keyboard presses to get messed up. Just in case, I'd like to know.