Posts by Lazarus1988

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.

    Hi! I'm working on adventure platform game with PMO. To make this game I followed tutorials by Please login to see this link. and
    after making test level I noticed a Glitch in PMO.

    I made a video demonstrating Please login to see this link. and I'd like to ask
    is there a way to prevent it from occurring.

    (If anyone for some reason could not open video here's a short description how to do that glitch)

    Ground and obstacles are Backdrops with collision masks
    set as obstacle backdrops are 32x32 pixel size with 1200 DPI

    Player character is 32x64 with disabled Use fine detection.

    To make that glitch simply stand forward to backdrop slightly move opposite
    to obstacle (wich is a backdrop) and character stucks in obstacle and goes up.

    PS. I also noticed PMO does not always response to jump button (checked on several keyboard keys, and also on several keyboards).
    I don't want use built in movements, because PMO is providing me a dozens flexible ways to manipulate movement properties.

    Any help would be appreciated.
    (Sorry for framerate of video, on DX9 records me white screen of game so I used DX8)

    Hi! In the begining I'd like to say it's good to be back after so long break, but let's get to the point.

    I'm messing with Physics Spaceship movement and my project requires to edit thrust power via upgrade system, but I did not found anything like that
    in event editor. Is this even possible to modify built-in thrust power for my ship with event editor or I will need to create from zero something similar to spaceship movement?

    I think I found a bug with PMO... When I set my active (1UP) on Frame Start to PMO this active (1UP) is immersing (gets in) into platform.

    It should look like this
    Please login to see this picture.

    but in game looks like this
    Please login to see this picture.


    I set action points of objects:

    1UP - at the bottom
    platform - at the top

    And also cannot jump with event PMO -> Jump.

    And another think:

    I filled frame with exacly 79 gems to collect, but when frame starts... It counts only 16 (nearest of my 1UP object) even I disabled option
    "destroy object when too far from frame"

    In my phone this not working Fernando, but I made small override of my limitations. :)
    I wrote simple Pascal application, which automaticly copy on my SD card builded APK.

    I love quote ( I don't know who told this )

    Quote

    Simple solutions are the best

    or something.

    Thanks Fernando, and you all.

    I'm trying to build simple apk file with CF 2.5 dev and I keep getting error:

    Using windows XP and Java SDK 8

    I'm near to finnish my game, one technical issue left.
    I'd like to make my character jump over obstacle like in NES Teenage Mutant Ninja Turtles III - Manhattan Project
    Please login to see this picture.

    How to make character jump (green arrows) instead (optionally also ) pass by obstacle (yellow arrow).
    Sure thing I blocked walk through obstacle with collision event (red arrow)

    Please login to see this picture.

    (Currently using movement Physics - 8 Direction movement)

    I didn't play diablo at all so only what gets to my mind is use alterable values for objects.

    #1 Create Active wich represents icons of ability
    #2 Add to it Alterable Values named whatever you want, I prefer naming skill_vnum_01 - skill_vnum_x (where x is final skill count)
    #3 Create Semitransparent sprite (about 65% transparency)

    And simply by comparing values of your variables show/hide on wich is unlocked or locked

    Simple example (variable naming to be intuitive)

    #1 skill_bloodlust < MAX_SKILL_LEVEL
    #2 can_regenerate = 0

    #3 skill_bloodlust >= MAX_SKILL_LEVEL
    #4 can_regenerate = 1

    Wich means if skill_bloodlust value is lower than MAX_SKILL_LEVEL var can_regenerate is 0 (wich means is disabled)
    but if value of skill_bloodlust gets higher or equal to MAX_SKILL_LEVEL, set can_regenerate to 1, which unlocks new ability

    simply put these conditions on events whatever you want.

    (written from memory and may contain some flaws)

    I used to use Construct 2 to make experimental games and I'm wondering about something.

    Construct 2 has an object wich allows to fade out object and destroy it when it is completly invisible.
    Is there any kind of object in Fusion wich allows to do the same thing, or I'll have to use event editor?