Don't have an account yet? Then register once and completely free of charge and use our wide range of topics, features and great options. As a registered member on our site, you can use all functions to actively participate in community life. Write posts, open topics, upload your pictures, put your videos online, talk to other members and help us to constantly improve our project and grow together! So, what are you waiting for? Become a part of us today!
To get support for a technical issue such as installing the software, to query a purchase that you've made/would like to make, or anything other than using our software, please visit our Customer Service Desk:
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!
Here's a very basic level editor I put together within a couple of hours. It also includes a mini map and the beginnings of a node system for position tracking in a racing game.
This covers tile placement, saving, and loading.
Hopefully, the comments aren't too nonsensical. I tried to keep things open-ended.
I've had to make similar considerations for my project, but it's easier because each region is the same size as the screen (think NES Zelda).
If I were to go for multi-screen regions, I might use objects to define the limit of each region. Instead of having a separate array file to store those locations, I'd plot them in the custom level editor on a different Z coordinate of the array.
Sorry if that's a vague description, but I hope it's a step in the right direction.
So i'm not mad, this issue exists. Was going to think it was an issue with my computer or windows 11 not working correctly with Fusion only... Thank you!
Does the issue still occur in this MFA? It tracks double clicks with the key object. It also has an adjustable double click timeframe.
How are you moving the player? It's possible to make all of that work with the default movements, but it would be easier to make it all happen with custom movements using events. Also more flexible.
Try setting the fullscreen mode of Ultimate Fullscreen to 1. I tested this and got the desired result.
As for the Window Control object, you have to have the heading and the menu disabled for the scaling to work properly, but you also lose the advantage of borders.
To scale it with the Window Control Object, I recommend using The Big Box to get your screen width. At the start of the frame, set a multiplier value to Int(ScrWidth( "The Big Box" ) / 400). After that, use Window Control to set your width to 400*multiplier and height to 240*multiplier.
While I'm here, I just want to say that it's time for these settings to get updated. Ultimate Fullscreen doesn't play nice with the Steamworks object, and the the options available within Fusion are pretty limited.
I would set an alterable value to act as a timer. When lives are 0, add 1 to that value (assuming 60 fps). If value >= 60*desired seconds, jump to frame.
What are you trying to do with what's in the array?
Quick example: If you wanted to set a string to what's at certain coordinates on a string array, you would set the string to StrAtXYZ( "Array", X, Y, Z ).
As far as I know, there is no workaround for that specific issue. If you use events to move your object, you could set a value to LastActiveJoystick( "Joystick 2 object" ) one time and use that value whenever you need to specify which joystick is being used.
Yes I know. But, it is simply change resolution. The CF's fullscreen mode is "DirectX Fullscreen" that's best parformance in all of fullscreen methods.
I wasn't aware that there is a "DirectX Fullscreen" mode. What's the difference between that and setting a resolution by other means?
Feature Request The "Change Resolution Mode" at the application property and the "Full Screen Mode" at the event editor, they change resolution are dependent by window size of the application. I would like to change resolution by specifc resolution. Could you add option?
Have you tried messing with The Big Box object? That might move you in the right direction.