Posts by ezzypixel

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.

    Ok, I decided to just try using different coding. I'm using thePlease login to see this link. It's a clever trick.;)

    But on another note, I still don't get how the (Animation > Add backdrop) action and the (Is object/Ladder) event function works. It doesn't seem to detect properly.:pacman::pacdot::pacdot::pacdot:

    Hi, I've uploaded a simple application with VERY simple code. However, what is occuring baffles me. I just don't understand why it happens.
    When the player touches the ladder created by the event editor he just falls through the platform beneath him. Why is this happening? Am I missing something?:O

    P.S. I'm interested in upgrading to the new clickteam fusion 2.5. But i still wanna know what is happening in the application i uploaded.

    Hi, I need some help with the "if an animation is playing" condition.

    I have an event like this:

    User clicks on object
    +alt variable A is 1
    +string is = ""
    +Flag 5 is off
    +Animation stopped is playing
    OR
    User clicks on object
    +alt variable A is 1
    +string is = ""
    +Flag 5 is off
    +Animation walking is playing
    OR
    User double-clicks on object
    +alt variable A is 1
    +string is = ""
    +Flag 5 is off
    +Animation stopped is playing
    OR
    User double-clicks on object
    +alt variable A is 1
    +string is = ""
    +Flag 5 is off
    +Animation walking is playing

    I was wondering if it was possible to have something like this:

    User clicks on object
    +alt variable A is 1
    +string is = ""
    +Flag 5 is off
    +Animation stopped or walking is playing
    OR
    User double-clicks on object
    +alt variable A is 1
    +string is = ""
    +Flag 5 is off
    +Animation stopped or walking is playing

    Notice how it's checking wether one or the other animation is playing in one condition

    If so... how do I achieve this? Or does anyone know a better way to create an event like this?
    Much thanks in advance!

    The problem i'm having trouble solving is using the "When user clicks on <Group.Objects>". So when user clicked on object A text would be retrieved from text stored in String/List A and if the user clicked on object B, text would be retrieved from String/List B. Anyone have an idea of how I might achieve this or if it's possible, or does anyone have a better solution?

    Hello, I was wondering if I could be given some advice.
    See, I have active objects set up with alterable strings and depending on the players actions the event editor will get the correct alterable string from the object and display it on screen via a string object.
    However, after working on that concept for a bit i discovered that the amount of alterable strings for any given active object is limited. Only up to about alterable string J, I think. The problem is I need more strings for the objects.

    For example(this is just a reenactment, not my actual events.):
    If user clicks on "Group.object"
    +(punch) button is pressed
    =change alterable string of <string 1> to "Alterable string A of <Group.object>"
    If user clicks on "Group.object"
    +(kick) button is pressed
    =change alterable string of <string 1> to "Alterable string B of <Group.object>"

    There aren't enough alterable strings to support the different dialogues i want for each specific object.
    I've thought about using an array and just storing text in the arrays, and although that solution works, it's very troublesome and i was thinking there's probably some better solution.
    I've tried storing the text in different string objects ex. string A contains the dialogues for Object A, and string B contains the dialogues for Object B. However i run into the problem where i can't seem to properly obtain the text from the desired String when user clicks on "Group.Object".

    I'm trying to make something simple so that i can edit the different texts more practically during later stages of development.

    I hope that that all makes sense, and any advice would be greatly appreciated!

    Thanks, Danny, & Happygreenfrog.

    This would only benefit HWA PC games and not standard.


    So do you mean like using the DirectX9 display mode as opposed to standard?

    This is because the HWA version utilises the GPU to render and draw as opposed to the CPU.


    So the GPU uses power of 2 for mapping and CPU doesn't?

    Edit: Also, I've read more on the subject, so I've become a little more knowledgable about it.

    Thanks, Danny, & Happygreenfrog.

    This would only benefit HWA PC games and not standard.


    So do you mean like using the DirectX9 display mode as opposed to standard?

    This is because the HWA version utilises the GPU to render and draw as opposed to the CPU.


    So the GPU uses power of 2 for mapping and CPU doesn't?

    Edit: Also, I've read more on the subject, so I've become a little more knowledgable about it.

    Thanks for the reply, Simon. Hmmm... Ok, I've been reading more about it, searching google and rereading your comment and another thread, and I think I'm beginning to understand what this whole power of 2 thing is all about.
    So correct me if I'm wrong, but from what I understand images or textures are stored in the computer(or mapped?) in powers of 2. So like you say an image that is 64x64 is a power of two so it fits neatly inside a texture map of that size, as you said, but if the image is 65x65 then it would need to be placed in a 128x128 texture map?(The extra pixels being blank empty space.) Also, even though the image is just 65x65 it would use up just as much memory as an image that was 128x128. correct?

    Hmmm, So I'm thinking that maybe for a single image it won't be so bad if the graphic size is not close to a power of two, but for tiles or for heavily animated objects, then making the graphics close to a power of 2 would save more memory? Because the animations have many pictures in them and each one will use up memory based on the power of 2 map size of the image?

    I'm assuming that the bigger the image the more this rule should be taken into account? I'm right so far, right?

    I was just researching threads about optimization in this forum and I read stuff about textures or graphics sizes should be made in powers of 2?(At least for iOS) How about for PC? Does that mean my active objects or backdrop objects should be a power of 2 size? Anyone know a little more about this? I don't fully understand it, but it seemed important and I wish to understand it better.

    Tip:
    Try to make your graphics of a size close to something of a power-of-two. It will waste less precious memory.
    A power of two size is one of the following: 8,16,32,64,128,256,512,1024
    Images less than 8x8 pixels will be stored in a 8x8 texture as they cannot be smaller than that.
    You can easily use different sizes for your width and height, they don't have to be equal.


    Hi, where can I find more information about this? And would this be a good practice even when making games for the PC?

    Edit: What I really want to know is how this helps to use less memory.

    Tip:
    Try to make your graphics of a size close to something of a power-of-two. It will waste less precious memory.
    A power of two size is one of the following: 8,16,32,64,128,256,512,1024
    Images less than 8x8 pixels will be stored in a 8x8 texture as they cannot be smaller than that.
    You can easily use different sizes for your width and height, they don't have to be equal.


    Hi, where can I find more information about this? And would this be a good practice even when making games for the PC?

    Edit: What I really want to know is how this helps to use less memory.

    If Direct3D 9 totally ruins your game, then your computer might not have a graphics card that is powerful enough to support HWA. Could you perhaps tell us what graphics card your computer uses?

    Actually, turning direct3d 9 off is what ruins my game. cause then there are weird lines and ink stain looking things happening. But anyway i like direct 3d 9 and want to keep using it. i just noted that for some reason when i turn it off it fixes my problem. But i don't want it off.

    Also I tried turning off visual effects on my computer and that also removed this problem. I run Vista 32 bit if that helps. I think it's some kind of conflict between the Ultimate Fullscreen Object and my computer or something. When I remove the ultimate fullscreen object the problem is also fixed. But that isn't an option in my game, unless someone knows another fullscreen method.