Posts by mjcampisi

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.

    Please see the events below. This seems so simple but I am missing something. When the dog and the cupcake (don't ask) have a collision, I want to change the speed of the Dog object to another value (either static or in a calculation such as current speed=speed+10). But even trying to set speed of the dog to 100 doesn't effect any change.

    What simple thing am I missing here? I also would like to know what the syntax for changing the speed to the current speed plus a value.

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    This is so far a great start, thank you. Would you be able to point me in the direction of something that might help more with the randomization. For instance, I got this to work by setting 3 individual items to randomly spawn and "fall" up every 3 seconds. But I would also like to randomize the items that are created and also the time between the object creation (which I assume I can just randomize the time within a range too, it's the random objects that confuse me). Sparckman's tutorial is randomizing 1 item exactly every 1 second which works in his application but mine is a little more complex than that.

    I've seen an example or 2 but not quite what I am looking for on this. I am trying to give the illusion of falling down a hole for a bonus level, and you have to control the falling character to go around objects and pick up items (think of Dead Pixel if anyone remembers that game from a year ago). I want the level to go endlessly, or at least until conditions are met.

    I want platforms and items to random spawn from off screen at the bottom and then move to the top where they will be destroyed when they exit the play area. The player will be moving only left and right as they "fall" towards the objects. This way the level can appears to be scrolling infinitely. But lets say I have 4 powers up and 3 different "collision" objects. How can I randomly choose one (or more) of the 7 items to spawn at the bottom off screen in various positions along the X axis, and then move them upwards (I assume I use a path for the movement). Eventually I will deal with timers and randomizing the % of the time a good object appears versus a bad one but right now I just want to get an example of randomizing the item and spawn point.

    Cheers!

    What I mean is, can you make a path that is not a "straight" line of nodes, but rather something as simple as a T shape, where there are 4 nodes, 3 across the top and one at the bottom. Then, lets say for example I click the bottom of the T, he will walk from the upper left corner to the middle of the top line, then down to the bottom. But if I click on the right side of the screen, he will walk all the way directly from the left corner to the right corner.

    This is a very simple frame. There are going to be 3 total animated characters and they are going to all follow a basic left/right path. There will be 2 small sprites on either side of the frame that will walk towards the center and then walk back to their respective side of the screen. The 3rd object is the static image I am going to make appear prior to the "battle" (think of the closeups of each fighters head prior to a match in Street Fighter II). The paths will never change.

    This is actually a quiz game, so there are no weapons or randomizing to be done for attacks. If the player gets the question right, their character moves right (triggering the walking right animation) a sound plays and the enemies health counter goes down by 1. If the answer is wrong, the opposite happens and the player is the one who loses health.

    Thats the entire thing in a nutshell. I just want to be able to randomly decide what monster image is going to appear as a sprite and as a big picture at the very beginning. One path movement for each active item, nothing else. I actually already made a prototype but it's using specific sprite sheets right now. I want to just be able to randomize the graphics that are loaded and I'm confused why so many steps are necessary to randomly load a graphic into an object.

    What I'm trying do is that I want to have a single picture move from out of frame left to out of frame right across the screen when the frame first loads. But I want the picture to be randomly chosen from 1 of 10 images. I just didnt want to have to create 10 different active objects and create the path 10 times, then randomize which one gets dynamically created.I used the clickteam document that shows how to create dynamic objects at runtime, but that demo still had me create 4 active images, set them to not be created at start, and didn't talk about assigning a path just setting it as a bouncing ball movement. I could create the same 10 images and paths and dynamically load one at runtime, but then if I want to add 20 more images later, I have to create 20 more objects, and thats going to be a mess to work with.

    Ideally, in my (object oriented programming) mind, I would have an array of names and images, and randomize picking one at runtime, which would then load SOMEIMAGE X into SOMEOBJECT and then play the path movement assigned to SOMEOBJECT. Then I can layout path movements ONCE and easily just keep adding images as needed.

    I'm working on a game that includes some basic RPG elements. It's a 1-on-1 battler. I have enemies divided into difficulty categories (in my head), and I would like when a battle based Frame loads for it to randomly select 1 of 4 enemy graphics (stats are irrelevant for now). I'm aware of the "x chances out of Y" option in the events editor, but how do I go about setting the events so if the result is 1 they see the skeleton image, 2 they see a slime, 3 it's a dragon, etc.

    And the 2nd part of this is when the enemy "appears", they are following a path I created that brings them into the frame, around an object and into the battle area. Do I need to recreate this for every single graphic that might be spawned as a result of the random number, or can I replace a graphic in an active object during runtime?

    I hope this makes sense lol

    What is the general practice for a game where you are going to have maybe 1000s of trivia questions from different categories to be randomly selected in a game? I had been working on something similar in Xcode and was making use of SQLITE databases, but obviously thats not an option with Fusion. Do the larger apps use some kind of web connection to a central database? I'm stumped as to where to look to develop something like this. Hope this is in the right forum! :O