Posts by DMike

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.

    I had this file in a folder full of unsorted CTF 2.5 resources. I don't know who created it.
    Anyway here it is: Please login to see this attachment.

    Place that file in
    C:\Program Files (x86)\Clickteam Fusion Developer 2.5\Effects - standalone version
    C:\Steam\steamapps\common\Clickteam Fusion 2.5\Effects - Steam version

    I attached a VERY rough example you could use.

    Notes:
    - If you press SPACE all cells will display their ID
    - At this moment it has a basic SUM function which can be used with the bottom left cell
    - Pressing the PLUS sign adds a new row

    I hope it helps. :)
    Download: Please login to see this attachment.

    Same thing happened to me today. Updated to the latest CTF 2.5 Steam beta, Avast popped its security warning and started scanning and then all went in an infinite loop.
    CTF 2.5 splash screen - nothing - splash screen again and so on.

    I had to kill the process and close Steam. After than all was well. :)

    This is how I would do it:

    - keep the gradient background
    - choose the biggest semi-transparent circle and import it as an active
    - spawn multiple instances of this active and make sure each instance has random scale / diagonal speed / position when it gets spawned or reset
    - place each instance on a different layer taking its scale into account
    - once an instance leaves the screen completely you reset it to the opposite corner so you won't need destroy & create (your game will be more efficient)

    This way you will only need 2 assets: background + circle.

    It might be a scaling issue. Try these things:
    - Application Properties - tick maximized on boot-up
    - Application Properties - tick / untick resize display to fill window size (play a bit with this setting)
    - Android Properties - display - stretch to fill (it's a drop-down menu)

    I attached an example on how to animate game elements like in the popular game Candy Crush.

    Notes:
    - the active has only 1 frame, everything is done through code
    - you can increase or decrease the value added to "counter" to control the animation
    - click the active to change its size and simulate a button press

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    A few things i found out while using CTF 2.5:

    • the events are read from top to bottom, so if you change the order some groups are read you will get some bugs or weird glitches
    • the game speed will determine the speed your events are read - if you set your game speed to 60 FPS, your events will be read 60 times each second (that's roughly once every ~16 ms)
    • the green events don't follow this top-down order, they are executed as soon as their conditions are met
    • using groups is really good, you will have organised code and you can double click a group's header to show or hide it, saving you a lot of space and helping with readability
    • some games can be created using only one frame (see some mobile games published by Ketchapp - ex. Don't touch the spikes)
    • try to enable and disable groups as much as possible - if some things are rarely needed or only needed at the start of the frame there's no need to keep them active

    Hello,

    I would store the X, Y and angle values once every 25 units (a quarter of a second - it's the 4th scale in Fusion's timer window).
    - have an alterable value which will be increased by 1 each time
    - save the X, Y values (and angle if your game has rotating actives)
    - use an array with 2 dimensions - the X dimension will hold the alterable value/counter and the Y dimension will hold the coordinates and angle
    - example array values:

    • [0, 0] - active's X at game start
    • [0, 1] - active's Y at game start
    • [0 ,2] - active's angle at game start


    - save the array
    - load the array when you want your ghost to move and read from it once every 25 units

    I used 25 units just as an example. You can switch this to be faster or slower but be careful. If the data is saved/played at a faster rate the game will be more demanding resources wise.
    Also increasing this time might make the ghost movement seem choppy or jittery.
    Feel free to experiment with different values.

    Yes, it's definitely possible. Let's say your level is a grid and each grid cell holds a tile. When the user wants to save and upload this level, the game will map each grid cell and assign a value to it.
    The data would look like this (row_index_of_the_grid_cell, column_index_of_the_grid_cell, value)

    Example values:
    1000 - water
    1001 - bridge_section_left
    1002 - island_corner_right
    1003 - island_corner_left
    ....... - etc

    After the level has been translated into pure numbers, the game will upload this to an online database which will hold everything (user accounts paired with saved levels).

    Click the screen, create an explosion and destroy everything. Sounds easy right? Not quite! You can only click once every level and you have to time your actions. If it's too early or too late you won't trigger the best chain reaction. You will also receive a star rating based on how fast you completed your goal. There are 45 levels to unlock and a lot of stars to earn.

    But wait, there's more! Complete classic mode and test your skill in endless mode. You will play a random level each time.

    Features

    • 2 game modes (classic and endless)
    • In-game tutorial
    • The player will receive a star rating at the end of each level in classic mode
    • Achievements system
    • Pause system
    • Power-ups
    • IAP friendly - some features allow you to quickly implement something like a "Remove Ads" option
    • HTML documentation
    • The project is organised and the code is commented and grouped
    • Mobile ready - you can port it to any mobile device (Android, iPhone, iPad)
    • Everything is included: graphics + sounds + code


    Download: Please login to see this link.


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    Questions? Suggestions? Bugs?
    E-mail me: dmike@qubicplay.com

    Twitter: Please login to see this link.

    Meet Qubester! This lovable and nimble character wants to see new places, learn new tricks and get himself into all sort of funny moments. Help him find his way through forests, cities, deserts and even the remote North. You can try different costumes designed especially for him and you can make his dreams come true: become a race car! Test your reflexes and skill by driving Qubester far and wide, jumping on platforms, collecting stars, medals and customizing his appearance.

    Features

    • Canabalt-style endless runner platformer
    • Randomly generated levels (4 types - forest, city, desert, arctic)
    • Over 135,000 Qubesters to build (each Qubester can have up to 4 unique body parts)
    • In-game currency (qubes) + shop
    • In-app purchases friendly - some features were created with IAP in mind
    • Achievements system - colored medals
    • Pause system - everything will freeze and will be resumed on the fly (even music)
    • Dynamic main menu screen - Qubester will remember his last outfit and wear it around proudly
    • Level select + Qubester preview combo screen
    • Single screen tutorial
    • Variable player gravity
    • Parallax background scrolling for more depth
    • Animated color coded game-over ratings
    • HTML documentation included
    • The code is organised & commented
    • The project includes everything: code + graphics + sounds


    Download: Please login to see this link.


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    Questions? Suggestions? Bugs?
    E-mail me: dmike@qubicplay.com

    Twitter: Please login to see this link.

    Qubic Poker - Jacks or Better allows you to use your skill to beat the house. The project was created in Fusion 2.5 and includes everything you need: commented code, graphics and sounds!

    Download: Please login to see this link.

    Features

    • Documentation included
    • The project is organised and the code is commented
    • It includes all the assets (graphics and sounds)
    • It was created using standard Fusion 2.5, no custom extensions needed
    • The game has an ingame currency (diamonds) + shop which can be used to unlock tables, card decks and more


    About

    • Fast and easy gameplay
    • Jacks or Better system - payoffs begin at a pair of jacks
    • Roll the dice to increase your starting money
    • Multiple Bet options starting from 10$ (play money)
    • Earn play money, buy diamonds and unlock poker tables, card decks and more
    • Simple interface that's easy to navigate
    • Funny achievements to unlock

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    Questions? Suggestions? Bugs?
    E-mail me at: dmike@qubicplay.com

    Twitter: Please login to see this link.

    Use JuicyVFX to make your games "juicy"! Quickly improve the look of your games by tweening movements, fades, rotations and much more! You can easily copy parts of this engine to your project and you'll have some really nice looking menus and game tweens.

    Features

    • Supports all platforms since it's written entirely in Clickteam Fusion 2.5 Standard without any extensions
    • It can be used for scaling, movement, alpha, RGB coeficients and more
    • Extendable, you can easily tween your own alterable values
    • The project is organised and the code is commented
    • It includes examples on how to animate a defeated player sprite and how to introduce a game over screen
    • Also includes an example on how to create nice breakable objects without using the physics engine

    Download: Please login to see this link.

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    Questions? Suggestions? Bugs?
    E-mail me at: dmike@qubicplay.com

    Twitter: Please login to see this link.