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I trying to create a number of balloon objects to tether to the player, which all tries to move upwards within a set distance from the player, but no balloon should overlap each other. I could probably get away with a clever loop, but I also want some balloons to pop during the game which causes the remaining ones to change their position.
I've come up with a rather crude method, which is pasting pixel by pixel. It works quite well with lower number of objects, but there is one problem. This is the example: Please login to see this attachment. - If you disable the Tile loop, then pressing Space would paste the texture. - If the Tile loop is not disabled, the pasting wouldn't work. Can you guys look into it and fix it?
I've look through the "Help" menu, apparently it seems to load entire images, not in specific parts. But I think the "Surface" object can do this. I'll mess around with it for a while to see if it's possible.
Hey all, So, I've made an automatic tiling system, and I use 16 frames for each tile to represent different configurations. But, everytime I want to change a tile's texture, I have to draw 16 versions of it, which is very time-consuming. Is there a way to dynamically apply the texture during runtime? For example, I have some blank tiles like this: Please login to see this attachment. And I have the texture: Please login to see this attachment. It will apply the texture on grey parts, like this: Please login to see this attachment.
This is optional, but is there a way to apply a bigger texture than the tile itself, like this: Please login to see this attachment.
I am making a platformer game, I want the character to move to an assigned destination. I have done some research, and they all use nodes which I don't know how to do in Fusion. The terrain is procedurally generated, so manually placing those nodes is insufficient. Any help guys?
I do plan on making it isometric, but the floor would be flat with no higher steps so I probably won't need the Z axis.
For the movement part, I have an idea: On an enemy's turn, it will check if the player is within the attack range. If so, it will move and attack. If another important enemy is within move range and is low on health, it will move to heal that enemy. I will implement some priority list so it can make a decision. The hard part is, if an enemy is on low health and the player is within attack range, then it will move away from the player. Move to a point is easy with the Pathfinding object, but I don't know how to make it move away from a point.
The game I'm making is a turn-based tactics roguelike, somewhat similar to Final Fantasy Tactics. One problem I'm stuck on is the enemy movement. I've look around on the internet for tutorials but they only explain the decision-making of the AI and nothing about the movement. If you guys can offer any help, it would be greatly appreciated.
I think you could use the PMO and some alt values to do this. Start of Frame ->Set object to Enemy Every 3 seconds ->Set alt val A to Random(3) Alt val A =1 -> Do nothing Alt val A =2 -> Go left Alt val A =3 -> Go right You can use detectors to detect a platform and make it jumps. Hope this helps!
Yesterday, I move Clickteam Fusion from the desktop to a folder (don't ask why). Today, I put it back to Desktop, when I first launch it, it just stay at the Creating Frame screen. So I restart it and a message pop up "Cannot create file in temporary Windows directory". I don't think it has anything to do with storage as I have more than 100GB left. So do you guys know how to fix this?
It seems like the color that is changed to stays after restarting the frame. I have some events: Start of frame -Replace color #1 with a random color -Replace color #2 with a random color -Set angle to random(360) Upon pressing "Z" -Restart the frame
But when I press Z, only the angle changes, the color is still there. If I want different colors, I have to exit and reload the frame. Is this a bug of am I doing something wrong?
I think what he mean is, if you have multiple parts of the sprite that have the same color, you won't be able to change the color of only one part. Am I right?
Thanks for the help guys! The example was great, but the magnet should only attracts objects in a certain range. I actually made another example using variables, it did the trick but looked pretty weird.
For example, I have a laser beam. I want the middle part to always be white, but the outline can change into a random color. Is it possible for the RGB coefficient to only affect the outline and not the middle part, or I have to create two separate object?
So I'm making an electromagnet simulator for a school project. At first, I thought the Magnet object should do the trick, but it went very wrong. The nails were attracted to the magnet, then they would be shot out of the frame as soon as they touch the magnet. So I'm thinking on using movements for this, but I have no idea how. Can you guys help me with this?
P.S:This is optional, but it would be more realistic if the nails can be magnetized and attract other nails as well.
I've made a new generation system that I really like. It has more variety compared to the last one. But I'm stuck on the connecting part. Right now it just remove random doors and replace it with tiles. Can you guys look into it and solve it? Please login to see this attachment.
Edit: Nevermind. Figured it out using the old technique I used