No idea about android, I only tested it on windows, sorry. Also I'm not sure if the Associative Array object I use for communicating between sub apps is android compatible. Let me know the results if you try it on android.
Posts by Skarnek
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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Check this post, there are some interesting infos about it and a split screen prototype I made.
I think it's the best method for complex split screen with scrolling, I managed to make a 4 players platform game with scrolling and parallax layers from this.Please login to see this link.
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Yes I just saw the error, thanks for the quick answer! So there is no difference for object scoping either I imagine?
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Thanks for 2.5+ guys, it's great, the perfomance boost is huge in my case and child events are gold!
Now that we can use behaviors with no constraints, i'm trying to figure out the benefits in terms of speed.
Can someone at Clickteam tell us how the behaviors works inside the runtime and if there is a difference of performances?
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March 31st is still a go. Testing is going well!
Will it be available on steam on March 31st too?
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thanks [MENTION=5109]Simon[/MENTION], this is great!
After the portage is done, will it be possible to update the game for new feature or bug fixes without doing all the conversion again or will we end up with a definitive file? -
That's great news!
Will there be a performance boost compared to 2.5? And if yes, could we consider improved Window, Mac or Linux versions? -
I will go with this solution as I dont see no other way, thanks for your help, you teached me something with the ID 15
Just for info, why don't you use Joystick2 for vibrations too? -
I found what was wrong with Xbox Gamepad Object. Probably due to a driver update (previously working well on the same computer) the xbox one controller don't have the same ID as "LastActiveJoystick"
I'm using Xbox Gamepad only for the triggers and Joystick2 for the other buttons, that's why I thought only the triggers were undetected.That's weird, if I plug an xbox one controller only, Joystick2 says "LastActiveJoystick" = 2 and Xbox Gamepad detects the current controller on player 1 and player 3 at the same time and not player 2...
Any Idea how to fix this?
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Hi Volnaiskra. I have a problem with xbox one controller on win10. The xbox gamepad object do not detect the triggers on some computers.
I had a look at Vaccine2 to see how you handle it, my problem is Joystick2 object links left and right triggers, so in the game, left and right weapons are cancelling themself instead of fireing simultaneously .
Do you know a way to obtain separeted triggers with joystick2? -
Thanks Emerson3, glad you like it!
I did the explosions with different non animated objects like that:
Please login to see this attachment.
Everything is moving with formulas, and I put a lot of randomness for colors, sizes, positions...
This method makes a different explosion each time, uses very few different images and is very lightweight because I use black and white images.For the framerate, It can run at 60fps on a pentium 4 with pretty old graphic card.
I spent many time and used many tricks to optimise all that I can.For exemple:
-reducing the color number in the application properties
-avoiding fine collisions for most object
-finding some tips to use less fastloops
-preloading big animations to avoid framerate drops on load
-using highly compressed png files
-deleting alpha channels when it isn't necessary
-using small objects and scalling them at runtime when it's possible
-Using many groups into the code and desactivating every line of code that don't need to be used at the timeI probably forget many more things.
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Thanks fellows! I'm currently working on a demo
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Hi everyone! Here is the new trailer of Blasting Maniacs, currently on Greenlight.
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Hi guys! Blasting Maniacs arrived on Steam Greenlight!
Please take some time to vote YES and help me to release this game.Please login to see this link.
Thanks all!
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The game finally has a new Tron inspired background
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Do a quick dash into those portals and explode everything around
Does this game mechanics seems interesting to you?
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I created my own movement because I wanted gameplay to be the main argument of the game, and the movement needed to be played the exact same way with a mouse or a Joypad.
I don't know how to explain the way I have done it, it was almost two year ago and it caused me some headaches at the time. X)
I will try to dive into it again and make some tutorials after the game is done. -
The 3 heroes are done! Which one will you choose?
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