Posts by Enker

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.

    Probably the simplest thing, but I'm looking for a simple random number generator from within a set range. As if rolling a die of a set amount of sides (d12 for example) pulling a random number from 1 to 12.

    I have an over complicated system in place and just feel that there is probably a single line of commands that will do exactly the same thing 😅

    I'm looking to have the rooftops of building fade out as they character enters them on a map, with the character and the rooftop as active objects.

    In this manner, currently the 'Character' overlapping the 'Rooftop' sets it to invisible whilst them not overlapping sets it visible. Which works fine.

    I'm hoping to have a better fade out effect though, and ideally want the Character overlapping the rooftop to cause it to gain transparency every 0.5 seconds until it's gone, then loose transparency every 0.5 seconds when they aren't touching - which would provide a smooth fading effect.

    However I can't add or subtract from the value, instead only being able to Set the Alpha-Blending Coefficient.

    Does anyone know a way to do this?

    To elaborate (using just upward movement as an example) there are only 3 elements to this movement test. A background object that is a 95x95 grid, 'Wall' which is an active object, and 'Player':

    'Player' has 4 Alterable Values.
    1 - Tile Size (95)
    2 - Pixel Count (0)
    3 - Pixel Speed (3)
    4 - Direction (0)

    There are 4 Groups in the event editor.

    Controls:
    Direction of 'Player' = 0 + upon pressing the up arrow: Set Direction of 'Player' to 1.

    Movement:
    Direction of 'Player' = 1 + Pixel Count of 'Player' is below tile size: Add Pixel Speed to Pixel Count. Set Y position of 'Player' to - Pixel Speed of 'Player'.

    Stopping:
    Direction of 'Player' = greater than 0 + Pixel Count of 'Player' is greater than the tile size: Set Pixel Count to 0. Set Direction to 0.

    Direction of 'Player' = 1 + Pixel Count of 'Player' is greater than the tile size: Subtract Tile Size of 'player' from Pixel Count. Set Y position of 'Player to + Pixel Count of 'Player'. Set Pixel Count to 0. Set Direction to 0.

    Walls:
    Direction of 'Player' = 1 + 'Player' is overlapping 'Wall': Set Y position of 'Player to - Pixel Count of 'Player'. Set Pixel Count to 0. Set Direction to 0.

    (obviously the above is repeated for directions 2,3,4 as right, down and up respectively)

    Can anybody see any faults in this logic?

    My games usually use a mouse based interface but I was experimenting with a grid based setup using a key based input as some variation. As a little test I sat down and followed a popular YouTube tutorial for smooth grid based movement and obstacles:

    Please login to see this media element.

    Aside from mapping to the arrow keys (1=Up, 2=Right, 3=Down, 4=Left) instead of ADSL and swapping a 32 pixel grid for a beefier 95 pixels, I've followed along exactly as a learning exercise.

    Annoyingly however, there appears to be pixel creep, which means that not only is my 'Player' object moving off grid, but that all my 'Wall' object details (preventing movement) fail to act as solid elements to prevent movement.

    I've re-watched the tutorial 3 times since the original step by step and can't work out where things have deviated and know that the community here always offer fantastic feedback.

    I've linked the file from dropbox as a .rar here.
    Please login to see this link.

    Can anybody spot the problem?

    I'm attempting to put together a small gameplay sampler but instead of building new art assets I'd like to re-use some older unused pixel art I have saved. Ideally I'd like it to display in-game at a zoomed ratio to allow for easier gameplay, to preserve that old-school look. What's the most effective way of doing this?

    I'm working on a dungeon crawl in MMF2 that is mouse-driven and so far has been coming together very nicely, however at this time I am having to use 'always centre screen on' an invisible object controlled by the keyboard to scroll the screen up and down. It's effectively an invisible active element that is locked on the up and down option of 8 direction movement.

    What I want to do is eliminate the keyboard entirely and have that active object move when I use the mouse wheel instead. Can anybody give me an idiot's guide in how to do this? It's the one glaring flaw in a demo build that I'm becoming increasingly proud of and would like to take further.