King_Cool, this is all great advice, thank you so much. I think being less lazy with my commenting will probably go a long way in making sure I know what's going on. Klownzilla, it never occurred to me to try creating multiple levels in a frame through activating/deactivating groups. I'm going to have to try this too.
Posts by starvingindie
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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There isn't a shortage of games that inspire me within the community. I'd love to make a game on the scale of Not A Hero, Concrete Jungle, Fistful of Gun, Rock Rock Rocket, The Escapists, and the countless other amazing projects that are out there. My question is:
What are some general best practices for organizing your events for large projects? I've been making a lot of prototypes and practicing everyday, but right around the 75 - 100 lines of code I start to lose track of what's going on. I'm using groups and comments to guide me along the way, but it still feels like it gets out of hand.I've heard some say everything should be in Fast Loops or Groups shouldn't be longer than 5-10 lines of code, but I'm not sure what's good advice vs. personal preference. If you've worked or are currently working on a large scale project, I'd love to hear your approach to managing your code. Also, is there any form of Version Control for Clickteam projects? If not, how do you manage your project without a dedicated version control system?
Thanks Clickers!
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I'm not too big on horror, but this game looks really high quality. Definitely got my vote! Good luck.
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schrodinger, sorry for the delay. I'm running DirectX12.
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Played it again this morning. It looks like it has less to do with the amount of enemies in a section and more to do with what section you're in. The biggest slow downs for me occur in that big middle open area. It fluctuates a lot within a range - as low as 25 and as high 45 in the middle section - with the average being around 30. It's definitely constant. As soon as I move into one of the side areas, or the starting area, FPS goes back up to 60.
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butterfingers - I'm running a windows10, i7, 8gb thinkpad. Getting 55-60fps in areas with no enemies, then it's dropping to around 25-35fps in enemy dense areas.
Hope this helps.
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This is amazing work schrodinger. I have a free weekend ahead of me, so I plan on spending it playing around with P3D.
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This looks like a very ambitious project, with a lot of hard work put behind it. Looking forward to seeing the game in action. If you haven't already, now may be a great time start a formal development blog. That way people can link to the project homepage and hopefully get some more buzz around your game.
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Was the level editor created in Fusion? It looks amazing, how long did it take to put the editor together?
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Looking good! Can't wait to play it. Do you have a hard set release date or just before the end of the year?
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Keep up the great work! Love the enthusiasm and looking forward to playing once released.
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Hey Clickers!
I started using Fusion a couple months ago and I've been having a blast putting together prototypes and small projects. Never has game development been so fun!
Over the weekend I put together a small, one-level game that I think may actually be slightly fun. I can beat it fairly easily, but I'm afraid it's too difficult and might discourage people from beating the level.
I'd love your feedback on it. Does the game feel fair? Are you discouraged? How can it be better?
Here's a screenie and the link to download is below. Thanks in advance! If you're feeling generous and would like to give me feedback on all my other prototypes, I'm posting a new game every week at Please login to see this link..
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Please login to see this link.
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Keep the updates coming! Thanks for dropping knowledge on how you did the colors. Do you find it hard keeping track of all those actives or have you set it up to be able to easily make changes across actives that are supposed to have the same functionality?
Count me in for whenever you start a Kickstarter. I'm excited to see how this game develops.
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Awesome info PBarwik! I'd love to know how you did the rainbow and flashing effects. They. Are. SWEET
Also, when were you planning on running a Kickstarter?
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This game looks like it's right up my alley! Looks like a lot of fun to play. Let me know if you need a play tester during development if you're ever looking for feedback or tuning suggestions.