Posts by SgtSmileyUK

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.

    not at all mate, good work needs to be appreciated.
    1 little thing if you dont mind- I would add some special hidden extras that interact with your touch in certain areas of the main menu too,like fireworks, meteor, dragon pop up behind wall etc,to add a final bit of sparkle to a fantastic piece of work. we like to touch our devices don't we.or is that just me, if you try out my rocket run racer and see the litle things I mean on a main menu screen, or is it just me who likes to add these things. and if you could hold by way of tapping the cards as well as the hold'fold buttons, gives a larger area to aim and hit than small buttons if you get me, its easy for you to add the two lines of code , but one more thing,watch your file size if you gonna add some more animations, how come its so large? if you need tips on shrinking the filesize regarding soundfiles maybe, ive posted some help before. other wise dont worry about me , i just care enough about your work that i want to help you if it does in any way. keep clicking and doing what youre doing bud its good stuff

    apologies in advance for some stutters during video grab
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    can someone try it out and review it for me,(rate it after seen and checked it all over .
    Im wondering what people will make of the weird music I made for it too.thanks.)

    I got a couple of tracks made up for this game but wont continue if it doesnt get enough interest.

    thanks. Im glad that got appreciated. check out my youtube vids of more artwork, many different games, as well as my googleplay apps, you know they gotta be class, thanks to clickfusion and all the help from these great forums,ahem.did you notice the 3d effect backgrounds? keep clicking people.
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    got a few ideas for this so might dig it back out,
    notice the shield is achieved by finding a lucky horse shoe, it also enhances speeds and jumps
    gonna add in a fox level,mouse etc and also levels where they are being pursued across land continuously
    for instance foxes chasing the rabbit, then hounds chasing the fox, with different scenery like brambles or city barbed wires etc.
    might pop a demo on googleplay sometime

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    got a few ideas for this so might dig it back out,
    notice the shield is achieved by finding a lucky horse shoe, it also enhances speeds and jumps
    gonna add in a fox level,mouse etc and also levels where they are being pursued across land continuosly
    for instance foxes chasing the rabbit, then hounds chasing the fox, with different scenery like brambles or city barbed wires etc.

    1 where you click the recievers add to the conditions- and if value a(bluereciever)=0 ,and if value a(red reciever)=0 then in the actions add set value (a)of blue or red reciever to 10
    then add two lines to test the valuea(blue or red reciever)>0 action subtract 1 from their value a
    2
    why dont you simply create a ball when l is pressed (at the centre of the screen) and set dir to random(16)

    dunno if these helped but good luck and keep going anyway!

    in the coding side Event editor
    [
    every n seconds
    and pick car at random
    and pick group 'reference point' (checkpoint)at random
    and value a of car = value a of reference point-1
    AND VALUE B OF CAR < NUMBER OF LAPS
    ]

    action-
    look in the direction of actionspot of reference point,set speed (?)+rnd(?)

    just added in where you can check the b value of the car which gets added with 1 each time u collide with the ' special barrier'( a win line sprite )
    so you could slow down and stop the winning cars if u wished
    if val b>laps and speed >0 set speed of car to (speed of car -1) for instance
    or
    if val b of car > laps [set animation of car to win]

    Quote from Emerson3

    Wait.....One last question. Everything makes sense, except where I put the thin lined sprites. You mention thin lines stretched across the road (horizontally and vertically.) I understand drawing a line vertically across a road, but what do you mean "horizontally and vertically?) I promise last question. Thanks. All the coding makes sense.


    say u had a road back ground going from left to right start to finish youd only need 2 lines drawn down across the road like a zebra crossing lol.
    if u had a road that goes from up to down only youd only need 2 crossings ( think of them as collision barriers across the road,
    if u hav a simple square track ,4 barriers(midway points on the straights)
    the more complex the track the more barriers you place to ensure they head in the right direction next like 3 barriers on tight corners, make sure you number their value a's in correct order!

    ill try lol
    here we go.
    in the frame editor create say 7 sprites make them reasonably thin lines that stretch across the road (vertical and horizontal) position then around the track these will be known as checkpoints. click on the properties of each checkpoint (click the little a-z icon)(Values) in the properties box,click new under alterable values and set the value a to 1 (the next checkpoint set 2, then 3, etc) remember to do them in order following the road.
    you could also animate these sprites so that the actionspot in each frame are in different places, so the cars can seem to swerve and sway as it heads for this actionhotspot, rather than heading for a straight line)
    also give these checkpoints an events qualifier(properties,events(the square grid icon) say 'reference points' this will 'group' the checkpoints (more in coding)
    click the properties of your opponent cars and set to bouncing ball movement (you can set speed during code to say 2+rnd(3) so the speed goes up and down at intervals

    in the coding side Event editor
    [
    every n seconds
    and pick car at random
    and pick group 'reference point' (checkpoint)at random
    and value a of car = value a of reference point-1
    ]

    action-
    look in the direction of actionspot of reference point,set speed (?)+rnd(?)

    remember also to do this
    event[
    car collides with reference point
    and val a of car =(val a of reference point -1)]
    do[set val 1 of car to val a of car +1] )so it will then seek out the next reference point)

    also do this event
    if val a of car > 7(number of reference points) then [set val a of car to 0]
    so the car will begin to look for the first reference point again.
    you could also add 1 to value b of car for its lap counter if you like)


    I think youd need an example to follow it better, cant promise one but may do a videotutorial one day

    I made the opponent cars bouncing ball movements, and used sprites with preset variable(a) values 1-10 to represent targets for the cars to head towards,( ie if val (a) car = val(a) target -1 then look in that direction. and when the cars collide with the targets add 1 to val(a) of car (remember to set it to 0 if >10)
    then u can position the targets around the track as per map

    pick target at random
    and pick random car
    and val (a) car = val(a) target -1
    and car is not bouncing(maybe)
    then turn car to target

    hope this is not too confusing

    u can see it works in this video Please login to see this link.
    u can install this free to android device and play it also to try it out for yourself.