This is incredible, I've been looking for something like this for CTF 2.5. The program seems pretty simple to use. Would love to know when this will be available for use.
Posts by Viguro
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.
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 am interested in this as well. I just picked up Spriter (so cheap! So many features!) except right now CTF2.5 can only use the PNG export feature so I can't take advantage of basically... 90% of the features of the Spriter. I just have a simpler animation tool now. If we can get full support in CTF2.5 for Spriter at least, it would be incredible.
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Yeah. The AI should be able to adjust it's jump based on the position of the character. Much like that example in the picture.
Although, I believe that Bowser did a high jump and simply fell straight down. This concept I can emulate but I was thinking of a more accurate jump, without the crushing meteor motion as Bowser is demonstrating.
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I've been digging around a bit but I sadly couldn't find much regarding this. I'm programming AI for a boss character, one of the moves is to jump on a player. I'm using PMO atm to control the boss as I find the direct control over it is quite convenient without dabbling in making custom movement entirely, although if it boils down to it I don't mind switching to custom movement for the boss.
So what I want to know is, how do I make a boss intelligently attempt to jump on top of a player from any point on the stage? I was thinking of using a formula to make it jump based on distance from player and adjusting it's height accordingly but I'm at a loss. Don't even know where to start from here. Any help would be much appreciated!
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Since it looks like the implementation of Google Play services to F2.5, I'm trying out the scoreoid tutorial provided on the forums and so far it's working great, but now I would like to sort the list so it shows the users placement and total ranking. The tutorial demonstrates basic high score functionality but I'm not sure how to modify it so it also only shows the user as well as the 5 people above and below them, incase they don't appear in the "top 20" players.
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I just finished my game for the iOS version, leader boards and achievements can be unlocked through game center as well as high scores being managed by Game Center. Now I want to release the game on Android with the same features.
I'm interested in using the leader boards and achievements system that's being offered by google play but I don't see any extension equivelent to Game Center for GPlay. Does anyone know how I can go about this?
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This would actually be lovely. I was trying to follow instructions provided by Admob and Google but I see a lot of terminology, especially file names that make the process very difficult cause I can't tell if fusion uses different file names from the standard.
Even if there isn't extension support, if someone can translate chartboost or Admob to fusion instructions would be just as good.
Update: I was able to find the post about Chartboost integration from Danny. It says it "mostly" applies to the iOS runtime, but working under iOS building doesn't allow Chartboost object to even be dropped into the frame so not sure if it's some kind of work around to do things in windows/android first and then converting over to iOS.
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Thank you for replying. I did not know about the extension so I will put that in now and see how everything works.
As for the array issue, I was actually referring to the one in this thread: Please login to see this link.
The solutions in the thread seem to sort out the issue so I'm just gonna focus on the leader boards for now.
Much appreciated for the reply!
Update: Seems to be working in the simulator, I just have to figure out the logistics now. Thank you so much!
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Bumping thread. I guess to clarify, I've followed the tutorials I saw here and there on the board, but not sure what to do about this error ;_;.
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Trying to integrate leader boards and achievements so I built a fresh app just for testing and learning, but during the xcode build process, and correcting the line in "array" by commenting out the error, I get a "CRunGameCenterConnect.h" file not found error. No idea what to do in regards to this.
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I had some issues initially at first as well, and from the tutorials I've seen you can't really just use the commands like "touch over object" and instead have a invisible object as your "detector" and just make sure the detector object is always where the screen is touched. Then have it so that when a touch is released and that object is overlapping the object/button, it triggers the event that way. All I can tell you is the screen is definitely recognizing the touches but can't make that connection further.
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I was running into this issue yestarday. I thought I fixed it by changing the line
"elements = (T*)calloc(capacity,sizeof(T))"
to
"elements = (T*)calloc(m_capacity,sizeof(T))"This worked for my one game. Keeping in mind I have no idea what I am doing, I have the most primitive idea of how Objective C works. Now I'm trying to get game center to run and I get a "CRunGameCenterConnect.h" file not found. Don't know if related.
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That definetly fixed my issue! Thank you so much! Now I just need to work on all the little things like playing with the numbers until the game is perfect...ish lol. Thanks again!
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I'm building a flappy birds clone, and I've been using simple collisions to determine the player hitting an object. Everything was working fine in windows but when I exported over, my character now just floats through the objects like they aren't there. The objects being thrown at it are generated by a timer and then moved by "Set X". I'm using the physics object platform movement for the jumps.
I've also ran into trouble getting the character to jump by tapping the screen and my touches don't register at all when I tell it to touch an object, but touch and release I was able to use to progress past the title screen.
I'm very new to fusion 2.5 so my stuff is still quite primitive and would love to figure out this problem.