Posts by AndyBazooka

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.

    If the Stopped animation is the only animation, it may not trigger the event.
    If this only have a single animation and you destroy it after, try moving this animation from Stopped to Disappearing and it will automatically destroy itself once it finishes playing, no event required.

    Cool, Naitor. That actually worked! First time i've encountered this problem since i've always used stopped-animations before and destroying the object has always worked. Must be something new in an update i guess. Thx for the help.

    Ok, so I have a really wierd issue that haven't been an issue before in previous projects a while back.
    I recently started a new project and simply wanted to destroy the object once it's Stopped animation is over. This simple event has worked without issue before, but now it doesn't for some reason.
    The wierd thing is that I tried to import an object from an old project into my new project and THAT object got destroyed no problem with the exact same event, but not the new object I created.

    What is going on?

    I am having issues with making attacks on enemies work properly.
    I want the sword attack to only affect the enemy/enemies it hits. Right now it affects every single enemy on screen.
    Every enemy has its own HP pool (some enemies have 3hp, others have 2hp). Every sword attack takes away 1hp from the enemy.
    Problem right now is that whenever i kill one enemy with the sword, they all die (or just stop moving?).

    I have attached the file i would like to get some help with. Please login to see this attachment.

    I haven't used the Android exporter for CF for a while now and I noticed that CF had an update. I followed the new install instructions found here: Please login to see this link.
    but I constantly get an error when trying to build an apk file of my project.


    Here's the log file:

    ************
    FAILURE: Build failed with an exception.

    * Where:
    Build file 'C:\Users\Andréas\AppData\Local\Temp\And422D.tmp\app\build.gradle' line: 3

    * What went wrong:
    A problem occurred evaluating project ':app'.
    > Failed to apply plugin [id 'com.android.application']
    > Your project path contains non-ASCII characters. This will most likely cause the build to fail on Windows. Please move your project to a different directory. See Please login to see this link. for details. This warning can be disabled by adding the line 'android.overridePathCheck=true' to gradle.properties file in the project directory.

    * Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

    * Get more help at Please login to see this link.

    BUILD FAILED in 1s
    ***********


    I don't get what I did wrong since I followed the instructions precisely.

    A couple of years ago i made a simple Please login to see this link. with a resolution of 256x144 (16:9) and back then that aspect ratio was pretty much standard in mobile phones as i can remember.
    Today the aspect ratios of different phones are very varied, so im wondering how i can adapt my game to different aspect ratios?

    I am currently using a Samsung Galaxy A7 and my old game is now stretched out since my phone has a 18.5:9 aspect ratio. What do i need to do in order to make it work on every type of screen?
    Is this hard to solve?

    fnkycoldmadeanr, it's buggy because if you scroll the screen back and forth while something is using the pinball movement, the object will then kinda "follow" the screen and bounce way too far because of the scrolling.

    marbenx, thanks this works better than the current movement i was using. the objects does however sometimes get stuck on walls if they bounce on them. any solution for this?

    I want to create something similar to Shovel Knight where when you kill a mob, dig up gems or loot a chest, the items kinda "bounces" up in the air and lands instantly on the ground.

    Example video:
    [video]Please login to see this media element.]

    What would be the best way to implement this kind of loot drop?
    I tried using the "pinball movement" and a few other ones, but they are pretty buggy. I guess i should avoid Clickteam's built in movements for this kind of stuff?

    I would like to implement a fairly simple Quest log system into my game, similair to the one in World of Warcraft where each quest is shown in a list and if you mark one of the quests it shows a text that describes the quest.

    Please login to see this attachment.

    Is there some sort of extension that can help with this or what would be the best way to approach this? Any example files out there?
    I've been searching through the forums but cannot find anything helpful.

    I am wondering if it's possible to make the sub-application jump between several different frames without shutting down in-between the jumps?

    I am currently using a sub-application as a pause/main-menu in my game when pressing Escape. The sub-application starts up it's own frame where all the menu-stuff are.
    In my options menu you are able to go to "Controls" in order to change the controls for your game. This is however stored in another frame than the current one that the other main-menu stuff is in.
    Is it possible to make the sub-app jump to the other frame in order to reach the controls and then also jump from That one to yet Another?

    I have managed to get it working by jumping from the main-menu to the first controller-screen, but if i try to jump from that one to yet another frame the sub-app just closes down and i am back in the main game again.


    Please login to see this attachment.