Posts by Dex

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.

    Is there a way to change the background from white to some other colour for the animation preview in the image editor? If I want to animate something white, I basically can't preview the animation... also it makes it tricky manipulating frame orders in the frame view too.

    If not - feature request please!

    Hi Progject,

    its easy..........just click the colour swatch to another colour and the background changes. :)

    Hi all.

    This is some info for you all who have wondered why I disappeared for so long from the forum.

    In a nutshell....I had sepsis...multi-organ failure...liver, kidney,bowels,heart etc.
    I had less than 1% survival....was in a coma in ICU for 2 months.
    Then I caught COVID in hospital!

    It left me semi-paralysed with one working arm....a hole in my back , I lost hearing down to about 40%...cant eat much...changed my voice and right now im bed ridden as I cant stand.
    It really did a number on me.

    So I am trying to learn to live life from a whole new perspective.

    I miss u guys and I hope to try and contribute more to the forum.

    Because of my condition unfortunately work has stopped on several software projects. However I have uploaded a demo for you all to mess about with... tho one of them you cant really play, just move/jump etc.

    Hopefully I will be able to finish the games in the future.

    Comments as always, are welcome.

    God bless.
    Steve

    Game link:
    Please login to see this link.

    Hi there ….....

    well there are many ways to do this, but I guess that one easy way would be to have your program check a variable to see if you have bought it and if not the let the user buy it.

    For example.....

    say you have 3 things the user can buy.
    1. diamonds which are used to speed up building things in game (49p)
    2. add-free (for 1 month) for £1.99
    3. special limited offer of a t-shirt.

    Now.....

    The program will always let you buy diamonds....micro transactions.
    The program will NOT ask over add-free if you have already paid.
    And if you have bought the t-shirt then if wont pop-up about it.

    You get the idea?

    Good luck.

    Well..... I can click on area 1.... it highlights.... and I can move left/right to show more.
    However I cannot get it to jump to the second frame and it does not show the word "Ready".

    I think tbh your making it hard for yourself.

    All you really need to do is to have a score counter.... then IF that score counter is = say, 2000, just show the boxes. And then let the user pick one and jump to it.
    Sure your gonna use a few more lines to do it, but really it would be far better and a lot easyer.

    Here is a commented .mfa for you to look at.

    Please login to see this attachment.

    Ok... I have read lots on the list box, and string splitting etc etc but unless I am missing something then they dont seem to be able to do a simple word selection from a list.

    Here is what I am trying to do:

    First off.... we need a list of words, something like this:

    kind
    foolish
    weight
    sort
    level
    peace
    flower
    sad
    rot
    redundant
    scene
    distinct

    (Each word is on its own line)
    Now once you have a list you save it in Notepad as a.txt file.

    So now...........In the above example, there are 12 words...So I need to pick a rnd number 1 to 12 then use that to select a line and then read the word and put it on the screen.

    In other languages its easy to do, but I cant wrap my head around f2.5 and how it (or an object) can access the list.

    So.......a little help please. Can anyone tell me what/how to do this? Or what object to use?

    If you have an example file that would be brill too... but if not, then any help would be great.

    Thanks! :D

    A_bhi.... You can use a rope if you want, but the Hook thing on gold digger is better made using a simple draw command. All you need to do is to sset up a couple of variables and just draw a line from the whateveritis, to the point where its aiming. Just look for the draw object and you will see its easy.

    If you really need a hand, I can make you a VERY simple example of this for you.

    Well.......... as far as your point on Photoshop CS6 (great little program) I totally understand that people cant afford it. However, I dont know if you know but you can get paint programs (paintshop pro) for free. I do use photoshop when i have to ...along with others...but because I remember using the old DPaint (MANY years ago! LOL) I actually like Paintshop. Its a great package and full featured.
    If you would like I can pm you a link to them so your artists can download and use it....and it is not "ripped" or "pirated" :)

    but they do need to work on the sprites from within the engine, whether you need the intuitive grid for checking how your tiles work together or to manipulate hot spots / action points.

    What I would say on this is.... As for the action/hotspot point.... I would leave that to the programmers as they can do it in just 2 clicks.
    But the grid point is more valid IMHO. What I would do if I were you is to tell the artists when designing the sprites, to set up a grid (the same size as the game engine) on a new layer, then they can design the sprites to the correct size.

    Then in Fusion, all they need to do is to set the snap to grid option...resize it to the same size as you told them, and then place the sprites to check if they work.


    However, what your after, the whole idea of... I think that the best way maybe would be if we had an option to launch the more advanced version in either Fusion 2.5 / TGF2 modes from start is maybe something that could be done... abit like a duel-boot for a computer?....so the best thing to do is to post it as a feature request. Maybe they will do it in 2.5 / 3?

    However, good luck in your game design. :)

    Ok... let me address a few of your points. :)


    I also think that each version of the engine (apart from TGF2 which is the bottom one in the list which shares the same engine) should have an option to save a project with compatibility backward. Though when saving with backward compatibility, the user should be prompt with a warning message saying that any advanced features that only this version has, in case were reached or used, will be removed.

    As far as I know there is some backwards compatibility. I have loading in to the latest version, many peoples programs, and they work just fine. Although you do sometimes have to find and install any plug-ins that their program used.

    You cant just expect the latest version of 2.5 to load in programs from 2 or 1.5 etc etc....The engine was either rebuilt or extensively added to (as far as I know).

    Such feature would be very useful for instance, with members who are working on the same project that could only afford the less advanced version of the engine; they could still open the files and work on the project, apart from things which lay on unique feature that only the more advanced versions have. If no unique features were in used, colleagues who are using any lower version of the engine could work on everything; from artwork to events.

    See my above answer....you can do this...to an extent.

    Another scenario in case advanced features were in used for instance by colleagues who are the developers of the events/code, is that colleagues who are artists which only need and use a lower version of the engine could still open the project files - just minus the advanced features - and work on artwork/animation for sending back to the developer when done for implementation in the master build.

    I understand what you mean........ but if one of those advanced features was directly connected to either, for example, the animation feature, or perhaps the graphic/sprite area, then they would not be able to work on it within the program as it would not work.

    It is far better to let your artists work outside the program and the coders just import their work in to the more advanced version. I believe that is what most people do.

    Just to show you that reducing your graphics does NOT mean your game will look not as good as it did using the bigger 1024x1024.... Heres a screen shot of a game I am making in conjunction with a game artist.

    Please login to see this attachment.

    Now..............when I first got those I just loaded them in raw....the oirig size....and F2.5 did not have a problem with it (yes...its a GREAT engine), but after I cut them down and resized them, they still looked as good AND the game was a ton smaller!!

    (The orig scrolling was about 6000X800..and used parallax (so there was 3 layers in total).. I got it down to a single screen which was just 1024X800 using a simple tile placement routine).

    So trust us... its VERY doable.

    HI.

    Ok, here are a few points.

    Cut the size down from 1024X1024 tiles to a LOT smaller....Then build the full tile from smaller ones. OR load in a smaller full tile and rescale it to the size you want.

    You can also remember to load in jpeg or png24 pictures BUT if you can get away with remapping your colours (in photoshop, paintshop pro etc etc) you could prob make your tiles look just the same and then save them in png8 format.

    You can also use a duplicate of a large tile if you REALLY need to use a large tile.....It make a big diff to memory.

    Hope this helps. :)

    Hi... I dont really understand...........but.........Try turning on auto rotation.

    However.........If this is NOT what your talking about, then try this.......

    I wrote a game where you had to rotate a tank turret, and this is what you have to add to your program to get it to rotate:

    ( ATan2(Y( "gun" ) - YMouse, XMouse - X( "gun" )) )

    Where "gun" is the name of your ball object.

    That will do it. :)

    Ok.... heres the idea.

    I was asked to make a game helper for a popular online game.

    So I did.

    Now the question I have been asked is this......... When people are playing the game, is there any way to make my app "pop-up" or overlay over the main games screen?

    My helper app would ofc be running....then they would run the online game.
    They DONT want to use the Alt+Tab to drop back to my app, so they need it where if they press a key..Lets say F1.. that my helper app appears over the online game.

    I did think that one way to do this was to check for a key press of F1 using something like Autohotkey....which could then do something which may send control to the helper app........but the problem still is, HOW to get the app to overlay or popup over the top of the online game.

    I think you should be able to understand what I mean!?! ;)

    So then, is there anyone who can point me in the right direction for this?

    The game and the helper app is PC.

    Cheers. :)

    Thanks to both of you ..... I will use that Binary Data Tab in the Elements editor from now on.

    I did find a way around the problem...tho its not as good as your way.

    I turned on the "Keep File Internal" box and added the name of the file to the "Name of RTF File" box under it...so I did not load it in via the editor apppath$. It did work then...but I will use your way from now on. :)

    On a side note......

    I WAS using the Formatted Text Object as it has a transparent background...But the scroll bar does not work like the Rich Text Object. It does not scroll in realtime and you cant use the middle mouse to scroll...etc.

    I am just wondering.........Is there a way to make the Rich Text Object have a transparent background? Or is there any update for the Formatted Text Object to make its scroll bar work right?

    Thanks for all your help guys. :)

    Fast question.

    I am using the rich edit object to load in an rtf file.

    When I build the exe (PC), the program has added everything else (like video etc) but when I go to the part that loads/shows the rtf file, its blank....no text is loaded.

    To load the rtf file I am using the Apppath$. The rtf is in a directory called Docs. Include external files is ticked.

    So then..... what am I doing wrong guys?

    And if im NOT doing anything wrong...then how do I get it to work! LOL.

    XD