Ah, thanks for the explanation, Tek. That all makes perfect sense now! Oh well, I'm glad it can do the 0-99, hopefully one day it gets an update to handle higher numbers though.
Posts by Gradius
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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Thanks for the suggestion, but the thing is, with the Ini++ object you can choose to save all the values in an active at once, so I'm not picking and choosing what values are saved, it just saves values from 0-99 and anything greater than that will not save. Anyway, it's okay, I found a way around it just by saving half the values into another object, and then transferring them back to the original object when needed, kinda messy but it works.
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Hi everyone! I'm trying to use the ini++ object to save the values in an active object, the active object has over 150 alterable values, but it seems when I save using ini++, it only saves values from 0-99, so I'm wondering is there any way around this limitation, and if not, what are the quickest easiest ways to save an object that holds hundreds of values? Thanks in advance for any help!
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Thanks, MuddyMole! That was exactly what I needed, I really appreciate the help!
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Hi everyone, I have a quick question about scaling. Let's say I wanted to scale all my active objects to the value of a counter, but one of my actives (Active 5) has a start of frame event which changes its scale, to 1.7 for example, how would I have that change in scale be taken into account when using the counter's value to change scale? Basically I want the Active 5 to be treated like 1.7 was its default scale. I hope I've explained this well enough so that people understand what I mean, thanks in advance for any help!:)
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I've never tried the mode 7 extension for fusion, but I'm pretty sure you could make an F-Zero style game with it, there's a Mario Kart style example on the click store, it's not free, but it might be a helpful starting point.
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Ah ok, thanks Yves
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When using the Layer Object to fade out a layer by increasing the alpha-blending coefficient, the fade is not smooth if there are images with semi-transparency in said layer. The fade works as expected if used on active objects that are semi-transparent, it just doesn't seem to play nicely with the layer object if you need to fade the entire layer at once, you end up with a very jarring jump in transparency.Please login to see this attachment.
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Aha! Woke up to a nice surprise this morning, good times!
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I'm certainly not opposed to Clickteam charging more and/or using a different business model for console export, a main competitor sells 12 month licences for console exporters at $799 each, perhaps a similar model could be used by Clickteam, alongside their in-house porting service, that way it gives devs more choice on how to move forward if they wish to port to console, while also providing a bigger revenue share for Clickteam. Anyway, just a thought.
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Just to add my voice, easily accessible 'out-of-box' console exporters are important to me, I'm aware Clickteam are unsure how they're going to handle this with F3, but I genuinely hope they're able to offer these exporters when the time comes, anyway, for now, I'm just happy that 2.5+ seems to be a very worthy upgrade to what we currently have.
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I've just read through all the features and I have to admit, I'm thoroughly impressed, will buy tomorrow. Well done Clickteam!
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I believe CS_SinWave.fx is one of the shaders from the Complex Softwares shader V2 pack. You can download it from Phi's site here > Please login to see this link.
Incidentally, the Complex Softwares shader pack V2 has a very cool shader called 'underwater' which gives a nice 'wobbly' water effect, not sure if that's exactly what you're after, but I've had some nice results using it in the past.
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Thanks for the replies [MENTION=16895]raxabit[/MENTION] and [MENTION=6268]Fernando[/MENTION], when I have a chance to go back to my xbox project, I'll try retail mode and see if that improves things.
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[MENTION=6268]Fernando[/MENTION] are the Xbox One speed issues still being worked on, is there a way to improve it? It's just that I bought this exporter specifically to try and release on Xbox, but sadly I've had to give up on my Xbox project, even after optimization, the game I was working on was running extremely poorly on Xbox One, the framerate dropped so low it was unplayable, and of course I would never want to release a game in that state.
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I had the same problem a few days ago, I couldn't work out how to get the shader working but another forum member (Julian82) was able to point me in the direction of a very good alternative, check this thread Please login to see this link.
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Very interesting, if it's true that we'll be able to use qualifiers in global events, I'll buy this on day one. I'm wondering what the advantage of dx11 is?
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Thanks for the replies guys! I think I'll just use alterable values to set scale, as this seems to work as expected, cheers!