Hey Vol, it's been a long time since I checked in. Your recent images look great. It looks like you've really honed your skills in the years since I've seen the project, and they were high before. The interaction with those puffworms is charming and full of life. I hope development continues to go well and look forward to seeing more.
Posts by PBarwick
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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Those waterfalls look great, are they made with a shader too?
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That was an impressive amount of work for one background object! Do you use it one time only?
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Thanks [MENTION=15682]Volnaiskra[/MENTION], really helpful notes! And don't worry about taking a little while to reply, I wasn't in any hurry! I moved everything to the top of my event list, everything seems to work well there, but I've likely not tested it to the extent you would.
The most important debugger items to me, all to do with the controller states all work well up there. I'll keep an eye on things and let you know how it goes.
That's interesting to know about the deadzones, thanks! I read through all your code but missed that detail! I'll likely set them to be the same because of how I intend to use it. I've customised some of the code already (in very small ways) to facilitate the control scheme I need - and I have to say thank you for documenting everything so well! It's very refreshing!
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If you are recalculating the paths every event loop, you could just reuse the same array over and over as you check each object's movement path. If not though then you'll have to store that info somewhere, which I guess is the problem..? But that could all be in the z dimension of an array too
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Can you use the array object for this instead?
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In that case yes because on the first example you set the transparency one time when you press f and create the object. On the second example you set the transparency over and over all the time.
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I'd love to see an example! I understand what you're describing, maybe my game isn't as complex but I've never needed that so it sounds interesting that yours does!
Don't worry about an mfa if its easier to explain in text, it's easier to hop on the forums than spin up Windows...
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You're nailing those movement whooshes!
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If I remember rightly from the last time this came up, I think the answer was not. Couldn't this be simulated by having the main condition on a group and then run those events, at the end of which the group closes?
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You'll want to disable anti-aliasing
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Getting the artist on board seems so worth it, the new art looks great
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It's unrealistic to assume every single bug ever reported will be fixed, that's a tall ask for any company. If you look at the changelog you can see clickteam do resolve a lot.
I hope your problem gets resolved.
I don't know what you're aiming for with your project in this situation, but for most cases I'd recommend having a second object that you use to test for collision anyway.
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Looking great! Did you draw those art pieces yourself? They are fantastic!
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Wow, incredible
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Another follow-up question [MENTION=15682]Volnaiskra[/MENTION] - are the deadzones the same for both sticks on a controller? The right one feels different, but I could be wrong about that as I'm testing inverting the sticks as a control option and moving with right stick feels weird generally to me!
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That stage looks great.
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Thanks Simon and Danny for the replies.
I understand where you are coming from, and it's good to hear that Clickteam are looking into it as much as they can.
It seems to be less subjective than you claim though, when quite a few people are posting these graphs in an attempt to show objective evidence of the problem.
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Something like:
- Every random(300)+50
=create enemy at 0,0
=set x position of enemy to random(Frame Width) -
Hi Vol,
I've been playing around with this, it's great. I noticed that when the demo places the boundary lines, you mixed up numbers of times to call the loop for the positioning of the X and Y boundaries.
Line 317 reads:
- Start loop "place volCAMERA X boundaries" Ceil(Frame Width / 1000) + 1 times
- Start loop "place volCAMERA Y boundaries" Ceil(Frame Height/ 1000) + 1 timesand it should read:
- Start loop "place volCAMERA X boundaries" Ceil(Frame Height/ 1000) + 1 times
- Start loop "place volCAMERA Y boundaries" Ceil(Frame Width/ 1000) + 1 timesCheers
Peter