Thanks for the info. I'll check more into Xcode and the developer license.
Posts by Pesto
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 reply Dave. Yes, initially to my own device but possibly to customers in the future. Would that involve joining the developers program? Do you know how I would go about storing and retrieving the data?
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I was thinking of creating an evaluation system for clients to fill out. I wanted to use CF2.5 to make it. My question is that once it is created, can it be used on the iPad without going through the App Store? Can I just put it on the iPad or do I need the $99 developer license?
Also, I am not sure how would I go about storing and then retrieving the data for analysis. Any ideas?Thanks for reading
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Advaith - thanks, I think I understand it now.
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Dave - I have been studying your example files and I am starting to understand all the events. One thing I am uncertain over is line 23 where for the player, the internal flag is set to off. Perhaps it is my lack of understanding of flags in this instance. I have read they are similar to booleens but again I not certain why one is needed in this case.
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Thank you both for taking the time to make the example files!!! I am downloading them now to take a look!
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Thanks Bertard...I just downloaded it!
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I actually made 2 versions to see if there would be a difference.
1. Using physics engine and the player set to active object>platform. The floor is a quick backdrop object. The default control is set to have player jump when SHIFT is pressed.
2. No physics engine. Player set to active object>platform as well. Floor is active object>static. SHIFT makes player jump as well.
I'm not sure what you mean by "pmo object". Also, I understand what you mean by "set a jump condition if player is on the ground and shift is touched then jump (also restrict to one action when event loops)" but I do not know how to program it in event editor.
I've attached the non-physics version if you want to take a look.
Thanks!
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I am making simple platformer and when I press SHIFT he jumps and sometimes he keeps jumping, even after I release the SHIFY key. I only want him to jump once and then maybe a short delay before he can jump again. So using my logic, I want him to jump when I press the SHIFT key but he can't jump again until he collides with the ground. I just can't figure out how to program this in event editor. Any ideas?
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Figured it out - used quick backdrop object (set to Motif), edited it by importing sprite sheet and selecting the section I needed.
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Hi,
I have some tilesets I want to use and I am wondering if there is a better way than what I'm doing. Currently, I am adding a backdrop object, double-clicking on it, and then opening and adding the tileset. Then I'm cropping with the selection tool to the part I want to use. The problem is for long platforms it seems I have to add many, many sections to achieve the longer platforms. Is there an easier way? -
Ah, thanks for the explanation jn2002dk. I was wondering what was happening and why. I do understand that the flame should be with the ship sprite thou. Thanks again!
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Thanks jn2002dk. The best way is the way you did it in an external editor.
It's funny thou, I recreated the scenario in a new scene with the spaceship and adding the flame behind it. It works for one ship but when I go in to the event editor and create the ship randomly on the y-axis and at random times, the flame sprite animation only works for a second or two and then stops.
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It's funny. I created new project, inserted the spaceship, gave it bouncing ball mvmt so that it moves from right to left across screen. Added the flame sprite animation (looping), positioned and attached it to the spaceship (used Always> Position to relative to spaceship, and behind) and it works all the way across screen. Could it be that adding these things later when making a game is what is messing it up?
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Ok so I did what koolbrosmk suggested and just had separate flame animation that I positioned behind the spaceship but now for some reason it only plays for part of the time and I can't figure out why. I have it looping but it will only play for a few seconds and then stops. I have attached file. Any ideas?
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I am not at my pc right now or I would try it, but can you remove the alpha in fusion or do I have to do it in another program and then import into Fusion?
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Thanks koolbrosmk. I do get how to make one object follow (or attach) to another and your example file is a good reminder. I was actually trying to add to an existing sprite. For example I have this spaceship png image. I import it and then try to add a flame to the back of it but I can't. The only way to do what I want, since it doesn't seem like you can just "add" outside an existing sprites boundaries is to use the technique you have in your attached file. Right?
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I just opened Fusion and then located the file in the Clickteam tutorials folder. It installs it (I checked that I had MMF2) but it won't load in the library so you have to manually find it and open it
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Sorry - I found a workaround to load the file