Oh thats a help file I usually bundle with the actual demo, this file I shared is a single level from it modified for split screen
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.
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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I know some may be struggling to get a split-screen effect working in MMF2.
I used Sub-Application and Shared Data Objects which are both awesome
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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)
[Mediafire Link]
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Thanks!
I have uploaded an MFA of the engine in the game link, requires MMF2.5+
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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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After carefull consideration I simply chose to just keep it as a 200 frame animation, it is less laggy and does not lock up the app between and closing frames.
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Awesome thank you for your help, the encryption definately encourages me to use external files more often
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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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Thanks il give it a go, and it supports mp4?! perfect.
I guess after installing it I reupdate the program? does it update with the program like other extentions? -
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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 -
I can now confirm using floats definately works
Im so happy I can now use DX11
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Il try using floats tonight, thanks for the responses guys =)
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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 workPlease login to see this attachment.
It says DX9+ but it doesnt work? or am I doing something wrong?
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Ahh brilliant thanks a million
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Nice one this is exactly what Im after thanks
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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?Code
Display Moresampler2D Texture0; float time; float4 a, b; float STEP = 1/3.0; float4 ps_main(float2 In : TEXCOORD0) : COLOR0 { //Source color float4 ret = tex2D(Texture0, In); float3 fade = 1; //Step A: black to A if(time < STEP) { fade *= a.rgb * (time/STEP); } //Step B: A to B else if(time >= STEP && time <= 2*STEP) { fade = lerp(a.rgb, b.rgb, (time-STEP)/STEP); } //Step C: B to white else if(time < 1) { fade = 1 - (1-b)*((1-time)/STEP); } //Apply fade ret.rgb *= fade; return ret; } technique Shader { pass P0 { PixelShader = compile ps_2_0 ps_main(); } }
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Here's the full shader in zip: Please login to see this link.
I still have no idea how to make it go through the colors to white instead of black?
Did you ever work it out in the end? If so how did you do it as im looking for the exact same thing. A sonicfade that goes to white instead of black but as a dx11 shader
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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.
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Just to confirm, I replaced the fastloop formula for the foreach one and kept the sensors, it worked a charm. Thanks for your help
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Thanks for your response. I have never used foreach statements before, I will give it a tinker. Looks dead simple in comparison to what I had. Mucho Gracias ;D