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I'm creating a 2D-puzzle platformer. I need to create a system where the Platform Movement Object acts as if the platform object is overlapping with an obstacle, even when it isn't actually touching one - the ideal result of this would be a "walking on air" effect, where the platform object behaves as if there is a floor beneath it so long as an otherwise unrelated event happens. How would I do this? I can't seem to make a platform object stop in mid-air unless it is actually overlapping with something.
You need to declare a name for you ini file - on each frame
Start of frame Click below the ini folder - set current file.
Right now its not saving anything because it doesn't have a filename.
By the way, buttons and edit boxes don't work in all environments - for example they won't work in "proper" full screen with Direct 3D.
Also keep in mind that sometimes players don't bother to enter names - and as long as its okay that you have blanks you can carry on. Else you need to set the names to global strings - test that there is one, and write one if there isn't one.
That's what I'm missing! Thank you!
And yes, I know about the edit boxes/buttons. The example I showed was a quick mockup, it isn't the actual game I'm working on.
I'm creating a game with a simple character creation screen: you enter a name, you chose your character's gender, and then start playing. The problem comes when I try to use INI files to save your character's name and gender. For some reason, it just isn't saving, no matter what I try.
I think the problem is that I need the information to load on a different frame than it saved on. Is there a way to accomplish this successfully? I've attached an MFA file that shows what my problem is.
This looks like it would work, but it opens up two new problems:
I don't want the player to be able to press ENTER to create a linebreak. I want the entire thing to be contained in one line, is there an easy way to do that?
I can't find a way to set the focus off of the rich edit text box once focused.
So, I'm creating a game that's very reliant on using an edit box. I put the edit box in the frame, run the frame a few times to test it, and everything works fine. However, when I run the entire application, the edit box seems to move, become larger in size, and the 'Edit Box: Selection' extension no longer seems to work. This is incredibly frustrating. Is there a way to make the edit box consistent between running frames and running entire applications?
Is there a way to give an edit box a maximum character count? So, like, once you've entered 15 characters in an edit box you can't enter anymore without hitting backspace?
Is there a way to make the game perform as if the player is always holding down the right arrow key, even if they aren't? I need to keep the caret in a text box to the right, and the only way to do that is to always be holding the right arrow key.
There is a unicode character Please login to see this link. just getting to show as a string is a another story but any how about using a font? (there's a lot of differant custom fonts choose from on the web) and use alterable values to change the condition of a movement 0=on 1=off
I don't think you understand the question. When the player activates the text edit box, they can't type without holding the right arrow key for a while since the crosshair appears at the beginning of the text string rather than the end. I'm not looking to make the crosshair visible, I'm looking to move it.
So, I have an off screen edit box that affects a string in the middle of the frame to be whatever the player type.
Since there's no way to display a crosshair in a string, I want to set the crosshair to always be at the very end of the edit box, so the player can't press the left and right arrow keys to move it. Is there any way to do this?
What I've done is when a text box is selected, the text cursor is always brought to the end of the edit box. This way at least you can backspace and type new stuff and not be typing from a weird position. The only limitation I've found is the inability to create a typing cursor. I'll probably be switching to a monospace font like Courier New just so I can sneak a cursor in.
So, I have a series of seven counters in my game, and at the end of the game I want the two highest counters to be displayed. Is there a way to find the highest and second highest counters? If so, how do you deal with ties? Thanks.
Since actual edit boxes don't scale very well to fullscreen, I'm exploring ways to turn a normal string into a kind of edit box. Is there a way to remove the last character of a string once the player presses the backspace button?
So, for instance, if a string said "Clickteam" and the player hit the backspace key once, it would then say "Clicktea"
I'm creating a game with rather lengthy dialogue trees and need to make a way to scroll through all of the written text, much like the scrollbar on most web browsers. Is there an easy way to implement this? I need a way for the player to rapidly scroll up and down through a constantly-changing, constantly-expanding text string.
So, I'm creating a game that uses an Edit Box for the player to type their name in to start. However, the player has to click on the edit box to start typing, which is a tad annoying. Is there a way to let the player type into the edit box without clicking first?
I use 'timer' to make sure dialogue doesn't skip. Don't I have an event that turns 'timer' back to zero for every 0.01 seconds that it is equal to one? Why isn't that working?