Posts by SHINGEN

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.

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    Hi as you might be aware from either youtube or facebook I have a project other than Sonic.

    Behold Mortal Kombat in MMF2.5+

    The idea is to use all the arcade sprites from Mortal Kombat 1+2+3 (like in MK Trilogy but excessively extended using original assets)


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    I have been working on this on & off since 2009 when I was a basic noob.
    In that time so so many changes was made and experience was gained.
    It was made using Fusion2.5+ and supports Xbox360 Controllers.

    It is still WIP, just been on a break for a week trying to freshen my mind

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    I can confirm it works, saved about 9mb although I thought I was going to save more.
    It appears I have to use an external file which is not really too much of a hassle but if there was like a way it could be encrypted so it looks like an ordinary bin file or something

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    Hi at the moment im using an active object for a 200 frame looping animated background, the issue is it consumes 35mb but the original video I formatted it to be 2mb.
    If I was to use any mmf2 built in objects to play the video on the first layer the video will be at the front and only visible thing.
    The project at the moment is 110mb but I want to save that said space.
    What should I do?

    I wanted to keep the files within the .exe too.
    The Animation object would not be suitable

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    Im trying to make a game similar to GTA1 and everything is going well but...
    when I change the display mode to DX 8/9/11 the 3d Shader doesnt seem to work :(

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    It says DX9+ but it doesnt work? or am I doing something wrong?

    I am using the SonicFade shader by Looki which is really useful for my game but now I need a second one that fades to white rather than black. I need it to transition levels to bonus levels like in the original Sonic games.
    I know this has been requested by elvisish but I don't think there was ever a solution.
    Below is the code, I believe white is transparant and black isn't i wanted to swap it over but I don't know how to do it. Can someone please help me?

    Here's Patrice's example, with delay and no need for detectors.

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    The example works but not in the level i am using it in. The dino just turns left then right on the spot continuously.
    The level does use a lot of fastloops for a static engine if that is relevant to mention.
    The level does not seem to like checking if a coordinate is an obstacle.
    The level is 10700x2400 in size.

    The level can handle the dino with sensors as the dino has 6 of them, 2 for wall collisions, 2 for floor collisions and 2 for edge which may seem excessive but it works without fail.