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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!
Magical Monster Land has been released on Steam Early Access. Please login to see this link.
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Preview of the first level of world 2. I didn't show all of the secrets
I've been busy updating the camera behaviour, the old method didn't work well with some of the new levels, especially with springs.
The next version will have an inventory system. You can store items bought from the shop and equip them when starting a level/restarting after dying. It should make the shop more useful and help make the game a bit easier for those who find it difficult
Thanks for letting me know. I think the control is resetting to default because the button number you selected to input is already in use. A few other people have told me about it. I'll make it work better in the next update.
General plan for the finished game -Intro sequence(that can be skipped) explaining the story of the game. It isn’t a story focused game, though.
-Levels where the player is transformed into something else and gains abilities unique to that form.
-5 different worlds each with their own music, enemies, and mini games.
-The worlds will vary in difficulty, but you will be able to play them in any order you want. Except for the final world, to access that you will have to beat the bosses of the other worlds.
-Mystery medals(the golden ? coins) will be used to unlock paths on the map screen to open levels and shortcuts. They won’t be needed to reach the end of the game.
No quick backdrops, a few days ago I read somewhere that it was better to use smaller tiles to make up a larger image. Sadly I still get the lag with or without backdrops though. I'll try to simplify things like using ball movement for enemies to keep the amount of events as low as possible. This whole XNA thing is much more restrictive than I was expecting.
Thank you for the advice. Sounds like it would be best to start fresh rather than to try cleaning up what I've already done. I've already spent more than two weeks failing at this so If I still can't get anything up and running I might look into the IOS exporter, or just stick with the PC. Thanks again mate.
Hi all, I have started using the XNA exporter and It seems whenever I have more than about 70 actives (they are duplicates) on a level it lags so much it's unplayable. I only get this lag when testing on the Xbox and never on my PC, this is the case for the other projects I'm working on as well. I have tried changing the frame rate, lowering the screen resolution, removing layers, making the sprites smaller, removing fast loops etc. I have only been able to get very simple games to run without lagging. I'm sure I must be doing something wrong as I haven't noticed anybody else mentioning it. Any advice would be appreciated. Thanks