Posts by Circus_Potato

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Clickteam.

    I have two questions
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    first of all:

    I'm trying to create an obstacle out of an active object instead of a backdrop.

    The problem is that the obstacle doesn't stop the character's movement completely. I dont know how to explain it, but half of the obstacle actually stops the character's movement, but the character can go through the other half of it as if it didnt exist.

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    Also at the same time I'm trying to create an ability that when the player presses a key on the keyboard like "ctrl", they turn invisible and can walk through walls.

    I tried to set it up so that the alterable value of the character is always 0, THEN when the player presses the "ctrl" key it adds 1 to the character's alterable value.

    When the character's alterable value is 0 the character is visible and shouldn't be able to go through walls, but when the character's alterable value is 1 the character turns invisible and should be able to go through walls.

    I tried pasting the active object obstacle to the background, which works in stopping the movement of the character, but then I couldn't get the character to go through the wall when activating the invisibility ability.

    But it doesn't work. I feel like I tried everything.

    How do you make an active object into an obstacle? and how can you make it so that when you press a key, the character turns invisible and can go through walls?

    Thanks so much for the description

    I took a look at it and what I'm getting from this so far is that each text file represents an "area" or a building, it's name, each piece of the building in that area, and it's coordinates.

    and the #WIDTH is the width of the entire "area".

    However I notice that the width in #WIDTH is larger than the actual width of an area. Is the extra width what creates the gaps in between each area?

    Also

    I was looking at the code and I noticed something called "blit". What is "blit"?
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    just a couple more questions.

    In
    line 6
    can you explain to me a bit about what is going on with that line? I just want to make sure I'm understanding all this.


    finally,
    I tried switching "start of frame" in Line 5 for the mapgen to "always" but it runs very slow and lags. How do you make it infinitely loop?

    Gahsp. Only a fool discerns a post by its title.

    There are a gajillion and 1 ways to achieve your goal. Here's one.

    It store's the "tiles" in a single active and generates the map and startup, by randomly selecting an animation frame, pasting it into the backgroud, and repositioning the active at the right edge of itself ready to paste the next. You'll notice it can pick the same frame twice in a row which looks ugly, you'll need to add a check to prevent this. If this method digusts you, tell me it does and I'll come back at you with something else.

    I checked it out just now and it's what I was looking for. Thank you so much!!!

    One question though. Would I have to create a series of premade platform for this to work?

    What if I was using single tiles?

    I'd be very insterested to see other methods that you may have if you don't mind =]

    Sorry for the late response guys

    First of all thank you Bertard and Thank you ChrisBurrows for taking the time to help me. I appreciate it!

    To Bertard: looks cool, but not exactly what I was looking for, but thank you =]

    To ChrisBurrows: cool Ill take a look at it, that sounds interesting, I'm definitely gonna try it out and let you know =]


    I wanted to do the same with my game, I too followed the "Turbulent Tundra Tutorial"

    If I was going to follow the steps that you showed here. Lets say for example

    "1: c) in event 11, after object platform creation, add 'change animation sequence to type value'" where would I add this in my game?

    also same with "2: b) on line 9, add action: set "obstacle" X position to X("obstacle") - running speed"

    Unfortunately I can't open up the file that the original poster put up since I have the free version of fusion 2.5, otherwise I'd be able to see for myself what is going on.

    edit: sorry forgot to upload the file lol here it is

    I'm trying to make a platformer type game. I'm using the free version of Clickteam Fusion 2.5.

    The problem I have right now is that I want the bullet to be destroyed upon colliding with an obstacle, but it still goes straight through the obstacle as if it weren't there.

    The obstacle type is set to obstacle, and everything is on the same layer, but the bullet is still going through it.

    What am I doing wrong?

    I know how to make it so that when a character moves off the screen, lets say to the right, it goes to the next room/frame.

    But if I wanted to go back to that room I just completed, it resets the room.

    How do I make it so that when I go back and forth between rooms, it remembers that I've already been in that room?

    I don't know if that made any sense, but I don't know how else to put it lol.

    please help me

    oh also I'm trying to make a platformer type game