So now I have the Steam version of Clickteam Fusion Developers version and I have to ask... can I use the Standalone Standard version I have to develop my game, then add things to it using the Developers version I have with Steam, or will they not work with each other?
Posts by keystarknight
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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Seeing as it would be the end of their world if they didn't go through with the mission, I guess the pilots deserve to crack a few jokes about it. Like the overused joke about an alien using the toilet to access an unfortunate human body (as seen in the game Astrocreep) which the pilots are about to do in reverse to the gigantic alien planet...
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I'm kinda hoping this sort of thing isn't overused. A gigantic alien planet is on its way to your player character's homeworld and has eaten every planet in its way. The player gets into their starfighter and joins a squadron on a mission to destroy said planet. They fly their way through the alien planet's alimentary canal (through the exit end), navigating the planet's organ systems until they reach the command center. There they detonate a bomb that will destroy the planet. Well, that's the plan anyway...
I've been told this premise is a bit overused, though...
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So I need Steam to use this? Should be interesting as I only got Steam to play Subnautica...
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Thank goodness for this. Even better there's time for me to get it. I just have to wait 'til the 7th or so... But then there's Clickteam Fusion 3 on the horizon...
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So what level editor would you guys suggest if I want to make a game like this?
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So what's the definition of the term? I like to think of it as the absolute minimum specs that your machine needs to run a particular game at the games lowest settings.
According to its developers, a popular exploration game that has just come out has a minimum spec that's supposed to be "reasonable". Well, I find that I'm able to run the game with a lower than required video card at the game's minimum settings.
My question is this... Suppose the developers find out some people are able to run their game with machines significantly below the specs they spelled out. What would the consequences be if they artificially enforced their minimum specs? As in programming the game so that if it detects anything lower than what they want the player to run the game at, they force the game to close? And they choose to do this for whatever reason they refuse to disclose to the public?
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I was thinking of that as well, but I also want to add a device that prevents firing another ball until the previous ball clears it. This is to keep the launching mechanism from becoming too clogged with balls.
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My biggest obstacle is on the rules of Pachinko. As far as I can tell, you turn a knob to control the strength of the device that shoots out the balls, and you hope they make it through a forest of pins to a few target points... I don't know of any Pachinko places around here right now (there were a few, but I don't know if they're still open). If I can find one, I can play the actual game to get a sense of the rules.
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I guess I can try to make a "basic" version to test the mechanics of the game before choosing a theme. I take it the bouncing ball physics will do very well here?
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I was looking into the game of Pachinko (without playing the actual game myself). Is it possible to build one in Clickteam Fusion? And if so what extensions would you recommend using? Come to think of it, I should probably try to play the game myself so I have a better idea of how it's played...
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I've had this problem since buying Raycaster almost right after buying Clickteam Fusion 2.5 a year ago. It's been sitting unused all this time after I gave up on it. Hopefully it's fixed soon. At least I have some idea of how raycasting works thanks to a video, but implementing it would be pretty hard for me... explanation at 2:13
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I was thinking of modifying the subsystem regeneration mechanic. As you know, any time the subsystems take a hit ship performance is impaired. So what if it was the subject of diminishing returns? Say the shield subsystem is hit. Now you can say it is damaged and the repair system will only repair it to 90%. If the player is TOO bold and the system keeps getting hit, shield performance will suffer (-10% with every direct hit) and if there is enough damage to the system the player will soon be without any defenses. Weapons and engines will not totally be knocked out at 0%, but if they're damaged enough they may as well be. The ship would be too slow and the weapons will fire with very low accuracy and/or very low damage output.
Do you think I'm punishing the player too much like this?
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Hmm... good points. What if the ship had a repair function that slowly repaired subsystems over time so a player who manages their shields well and is able to evade being attacked could eventually restore their weapons/shield/engine systems to near 100% (the rate and max repair determined by difficulty level)? Armor won't be repaired, but with the subsystems partially repaired the player could retain full power/control (I plan for subsystem damage to take effect if they lose more than 50% of their durability). And maybe to balance things out the amount of damage repaired would slowly be reduced if those systems keep getting hit to punish players who play poorly (poor shield management, rushing enemies because they think they're invincible, etc).
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The damage to weapons will be visible (and obvious). Reduced firing speed, accuracy, and damage all factor in. But the real consequence of your weapon systems being damaged is the exposure of the pilot seat to direct attack (which will kill you). You can also have direct damage to engines (which affect your ships controls) and shield system (reducing their ability to absorb damage and making them less responsive to your commands). Maybe I can also apply this thing can also be applied to bosses? hmm...
As for a weakened weapon system turning enemies into bullet sponges, that's supposed to motivate the player into preventing damage to his ship by dodging. Wouldn't want the player to feel invincible... right?
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Some top down "bullet hell" shooters I've seen implement a "graze" system. Basically, the sprite is transparent to enemy fire except for a single point at the center with points being awarded for bullets going through that sprite. What I want to try is different.
It goes something like this. The player will pilot a space fighter. The fighter is like any other sprite in that it has a vulnerable point where the player is instantly defeated (the pilot seat), but instead of having bullets pass through a transparent fighter it will have defenses instead. Shields (which always regenerate) which can be managed by the player (hardening them where they most need it), armor which is a nonregenerating passive defense, and the ships subsystems which cause the ship's abilities to deteriorate when damaged. For instance, the player's front shield and armor are gone, exposing the weapons. As the ship's weapon system is damaged its damage output is reduced (but never to zero as that would not be fair I think). Once that system is at a minimum percentage the pilot seat is now completely exposed and if there are no shields to stop incoming attacks the fighter is destroyed.
Oh... and the player's stage score is given a multiplier depending on how much of the subsystems and armor are left.
So do you think this sort of system will work?
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I guess I better sign up for a Steam account if I want to play this game.
Oh, and thanks for the note Robeez. I'll be sure to take your advice.
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Which would you recommend? I've got plans for a breakout style game and I'd like to know in advance which will work best with such a game. Will they bounce the ball depending on the surface it hits, or will I have to use math to determine which direction the ball will take when bouncing off something like a triangle?
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This game looks great. It reminds me of the old Streets of Rage games. Just looking for advice here, but how did you do that sprite work? I'm still learning here myself.
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For me it's a HUGE step. The game is not much, but thanks to it I know just how hard it can be to get a game up there. At least I can apply what I learned about putting this thing up to the next game I'm working on. And I'm glad I can monetize with FGL Enhance (just get their kit and decide when in your game the ads show).
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