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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!
Does anyone know how you would go about making a segmented worm-type enemy similar to the Eater of Worlds, Wyverns, or Dune Splicers from Terraria? Essentially, for those unaware, they have segments that follow the position and angle of the one in front of them without any gaps in-between them. I also want to have multiple instances of this type of enemy so arrays will not work.
Here are some reference images:
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A member called MuddyMole made a wonderful example that fits the bill for something I was making, here's the thread:
I found an old example of 360 degree shooting on this forum and I've been using it to make a twin-stick shooter. It's been working great until I tried to increase the amount of bullets on screen at a time and ended up with drastic slowdown most likely caused by fast loops or some such thing. I don't know how else to get 360 degree fastloop shooting with precise hit detection and NOT get slowdown.
Here's the modified example I've been using to demonstrate what I mean.
Ah yeah I see it, I've managed to get it working really well using a few methods from yours mixed with the example I posted to get the worms to be a bit more "random" but still chase the player at given times, working great! Only thing I wonder is how to get the body segments to rotate with the head. I set the head to have the same angle as the moveAngle value and that works fine, just need to work out how to get the body to follow suit so I can add legs to the sprites.
Hi, I'm trying to make an enemy similar to the Moldorm enemies from various Zelda games
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But I want MULTIPLE of them, so at any time I want to be able to spawn in a snake enemy and have it create its own set of segments. Best I can do is use the code from the excellent Area 52 open source example posted here to recreate the centipede like boss, but the segments only apply to one of the "heads" and I want each head to have its own "children" segments that only follow that head. Any help would be appreciated.
[MENTION=6268]Fernando[/MENTION], I don't know why it's happening but it's only on OpenGL 2.0 or above, and it USED to work with 2.0 because that's how I previously saved it.
Something about 2.0 and 3.0 is different, there's a bug somewhere that just doesn't seem to want to show up for you, but hundreds of users of my app have experienced it. I had to take my app off the Google Play store because it was being tanked with 1 star reviews from disgruntled users with broken saved images.
The left one is a screenshot from within Clickteam Fusion, the right one is the myscreen.jpg taken from my device. You can clearly see how it's darkened a simple white square to be gray instead. This ONLY happens with OpenGL 2.0 or above.
All the same issues on all three devices when using Open GL 2.0 or 3.0 and a transparent PNG image.
Image taken on Galaxy Tab3, showing incorrect colours again. You can also see that it's added weird artifacts around the accordian if you look closely. Please login to see this picture.
And here's another image using a Please login to see this link. off the internet. You can see it's made everything transparent a LOT darker. Please login to see this picture.
The colours are the same in-game, but different when saved out. Nexus 7 probably has an old android version, but opengl 2.0 USED TO work on it, now it doesn't. The Galaxy S5 I think has a much more up to date version of Android but still has the same issues.
It's just a simple PNG that I imported and made semi-transparent. No compression as that was causing issues with the skewing. Open GL 2.0 seems to have issues handling transparency. Same for 3.0.
I'm not the only one with the issue as a number of images sent to me from other users of the app from their own devices show the same issues.
You can use this PNG, I tried it and had the same issue.