Posts by StoDaBest

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.

    It seemed to work very well at first but right now the description is flashing at times when it gets set to "This is object X", I believe it's due to the fact that it keeps refreshing to the same text. Is there a way to prevent the flashing or again, to just set it ONCE to "This is object X" and stop the looping until the mouse leaves the object?

    EDIT: Added attached file for better understanding of the situation; this is how It's coded for me right now.
    Please login to see this attachment.

    Hey everyone,

    In my game, when the player mouse-over an object, I want a static text to show a description of said object.

    (For example: when you mouse-over a tree it's going to say something like "This is a tree")

    So I created an Active object (the tree) and a Static Text object (the description) and made these events:

    -Mouse pointer is over (Tree):
    Set (Description) to "This is a tree"

    -X Mouse pointer is over (Tree):
    Set (Description) to ""

    The thing is, one of those events will keep looping, whether the cursor is on the tree ("This is a tree") or not (""), and I'm wondering if it would cause any performance issues and/or if there's any way to just set the description once and stop the loop.

    Thank you!

    Wow it works perfectly! Thank you so much for the help!
    I just have one last question: Is there a way to have global events be shown like the "Event List Editor" instead of the "Event Editor", if you know what I mean?
    If not it's not a big deal, thank you!

    Thank you for the answer, schrodinger!

    So I could basically make them all global, then create them and position them in the new frame's event editor?
    How/where do I have access to those objects once I check them as "Global" in the first frame's object properties?

    Sorry I'm new at this and I'm trying to find the most efficient way to deal with multiple objects that have the exact same roles through multiple frames.
    Thanks!

    Hello, I'm making a game with multiple frames (a dozen so far) and they're all going to have similar strings/counters with similar sizes/values/positions no matter which frame you're on.

    I've been wondering if there was a way I could quickly copy those strings/counters from a frame to another in order to build my frames faster and more efficiently.

    I tried dragging them to other frames, but it won't work. Same with copy/paste.

    It would really be useful to me, please and thanks!

    EDIT: I actually managed to copy them by selecting them all with Shift + Left click, hit Ctrl + C, go to the next frame and hit Ctrl + V / Left click.
    Now I'm just wondering if there's an easy way to re-position them the same way they were on the previous frame without having to drag them as much as possible / change their X/Y axis one by one.

    So I'm making this game where actions you perform will change the *in-game* time depending on how long they take.

    In order to track the current *in-game* time, I used a Date & Time object, and add hours to the clock as the player performs tasks.

    The thing is, not only does it change the clock object, but it also adds hours to my computer's time.

    Is there a way to avoid such a thing while using a Date & Time object? Or do I have to use other means in order to create an in-game time?

    Thank you for reading and (hopefully) helping me with this issue!