Hi! I make in-browser games, and was thinking of trying my hand at Firefly, but I wanted to ask if Firefly supports exporting to HTML5. Can I make 3D in-browser games with Firefly?
Posts by YeOldeLuke
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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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I want to make sure I'm doing this right before I start, so any advice is super appreciated.
In my game, the player is holding a rifle. That rifle can have 3 different barrels, three different magazines, and three different frames (which all affect the gun's stats via Alterable Values set to which part is currently displaying). By default, it starts with barrel1, magazine1, and frame1, but the player will be able to find other rifles lying on the ground (in fixed map locations) which have randomized parts in these three categories.
I've already created the sprites, and the game can cycle them around to affect the rifle's appearance and stats. I'm more worried about how to store the initial value of the player's rifle at the moment the player picks up the ground rifle and the player rifle's Alterable values change.
So, to break it down in list form:
-> Player carries a rifle that's actually three sprites (rframe, rbarrel and rmag) superimposed over each other. Each has its own Alterable Value initially set to 1.
-> At the moment, I'm just worrying about the first rifle the player comes across. Plan is to create a new set of three objects (ground1frame, ground1barrel, and ground1mag) which superimpose over each other to create another rifle lying on the ground at a fixed point. At start of frame, I set its three Alterable Values to random between 1, 2, and 3, so the gun will be randomized.
-> Here's where I'm not sure what to do. When the player clicks the ground rifle, I want playerRifle to adopt the Alterable values of the groundRifle, and groundRifle to adopt the alterable values of the playerRifle. But how do I make both of those switches at the same time? Should I create a third "buffer rifle" that sits off-screen and stores the values of the playerRifle in between the process of playerRifle switching to groundRifle's alterable values?I included the mfa, which might help showcase the direction I'm taking this. All the exciting stuff happens on Frame 2, skip Frame 1. Any help or advice is super appreciated!
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If any sound plays (a gunshot, an explosion, background music) it causes all other sounds to stop. Can't figure out why. I haven't specified a channel for any of the sounds, so I thought they'd just all occupy different channels so they can play at the same time.
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I get this error when trying to save: Please login to see this link.
My .mfa just contains a few sprites I created using the in-game sprite editor. I'm not too fussed if I have to delete this application (was just trying out some sprite art techniques that didn't really end up working) but I want to make sure this doesn't happen to future projects. Anyone know why I can't save?
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I think it's something to do with the "Window Control" plugin, since I'm using it to make the game load at double resolution. Please login to see this link.. You can drag the window back to the center, of course, but I don't want my players to have to do that. Is there a way to fix this?
EDIT: Nevermind, Please login to see this link.. Mods can delete this thread if they want, I don't see a way to.
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Thanks guys! Here's what was happening: my code was deleting the bird-form sprite upon start of frame, and Creating a new one at (0,0) from player when the player used the form. This was causing the bird to appear on the same layer as the player. By adding "Move to layer 4" in the event editor the problem was fixed
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I have a layer dedicated to the player's 'bird form' and treetops (it's a top-down game). I want the player to appear above everything when in bird form, but the treetops are appearing above him. I even tried setting the player to his own layer above the treetop layer, but he still flies 'under' treetops. Anyone know possible reasons his sprite isn't appearing on the very top?
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I have a 'Grass' sprite that has 4 frames of animation. I want this sprite to show up over and over on its own layer throughout a 5000x5000 frame. Since Backdrops can't be animated and Actives can't be motif, I'm struggling to think of a way to make this sprite appear over and over.
Ideas:
1. Create 4 motif'd backgrounds and make them cycle visibility with each other every few milliseconds.
2. [Strike]Toying with the counters' "Display as background" feature to possibly make an animated background? [/Strike] didnt work
3. Make a crapton of Active objects. But I don't know of an easy way to duplicate an object over and over in nice even rows and columns beyond Cloning it, which sounds like mad overkill4. Use a third-party program to create over extremely large Active object which is multiple copies of the Grass sprite lined up next to each other. I don't specifically know of a program that does that, so if anyone knows any that'd be super helpful.
I'm kinda hoping there's something easier that I just don't know about or didn't think of. any suggestions? (is there a way to do the "clone across x rows and Y colums" only with copying instead of cloning?)
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Yup, in case anyone was wondering, layers were the problem. Thanks all!
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I suspect the answer is "no," but I don't own the Mac exporter so I was wondering if people with Apple computers could play a game I exported with this.
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Omg thats got to be it! I cant actually check until monday but im positive youre right. Thank you so much!
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Here's what I did, in order:
1. Created a boulder sprite.
2. Created a "boulder hitbox" sprite and stuck it right on top of boulder
3. Set the boulder hitbox sprite to Qualifier 4 and unchecked "Visible on start"
4. Event editor: "When player collides with Group.4, player stop"
5. Tested the boulder, everything works as intended
6. Copy-pasted a bunch of the boulder+boulder hitbox and stuck it everywhereBut then the player glides through the other boulders. The original still works, but none of the copy-pastes do. They're all still part of Group.4 and I deslected "Destroy if too far from frame" and also "Deactivate if too far from window". Any ideas?
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Thanks Tisnart! I went with that first way. And ill keep that in mind Volnaiskra. The mouse is only used for clicking the Main menu buttons, it shouldn't affect them during gameplay. But because you could control the character on the main menu, I had some playtesters who didn't realize the mouse was even usable if they couldn't see the cursor.
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I've got a custom image for a cursor in my (windowed) game. I want my cursor to be available at all times, but I don't want to lock the player's actual cursor from leaving the game (cause that's a dick move and I hate when games do that). right now I'm connecting my image to the cursor by doing "Always -> Set orange_cursor's X position to -> XMouse" and doing the same thing for Y.
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How did you bind the keys to WASD?
It's in the Application properties, Runtime options, Edit default controls
Please login to see this link.
It's got me stumped???
If this refers to the HTML5 bug, thank you so much for seeing if you could fix it
Wish this forum had a rep or an upvote button so I could show my gratitude. I tried reinstalling CTF2.5 to make sure my html5 exporter was up to date, that didn't solve the problem so I'm out of ideas. I'm not super surprised though, this happened to me before with Please login to see this link., which also was unplayable in HTML5 due to gamebreaking bugs that didn't appear in the .exe version.