Posts by DuckJohnn

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.

    As previously said, if you test the bouncing ball against a single active object, and the ball bounces as expected, you then know that the logic behind the bricks is faulty.

    but you should do and try what we suggest you.

    I tested it several times in several different situations, but the ball doesn't bounce as expected. I already said yesteday that I saw no difference. Nothing got changed.
    The breakable blocks have exactly the same logic as borders.. nothing special: (ball collides object => bounce).
    Only, and only difference is that when the ball touches the block, the block gets destroyed. This event happends before the "bounce event" happens.

    You may for example have a single object for the bouncing against the bricks, so that the ball bounces right, and you can have another hidden ball behind the visible one, and use it to delete the brick(s) when it collides with it.

    This way the visible ball will bounce as expected, and the bricks also are destroyed as expected.

    The problem is not about breaking the blocks, but about how the ball bounces. Breaking blocks works perfectly just as inteded.
    The ball just turns around randomly, whether the block gets destroyed or not, whether it bounces from breakable block, the wall, or the border of the area.

    FYI this object has never 'worked' as intended since I can remember.

    I've been using Clickteam for almost 10 years, and I have noticed similar problems in many different situations..

    You get better results from coding your own engine

    Possibly, but I know nothing about real coding and I don't want to go learn it just for this little side project.

    Or perhaps the collision mask is to blame?

    I already tried box shaped collision and ball shaped collision, but without luck.

    Hmm.. I don't notice any differences.. (this also happends when I make event (ball leaves the area => bounce):
    Please login to see this media element.

    Even if the edges of the game area were one and the same object, or multiple larger objects and the problem was fixed, it would not fix whole problem, because it also occurs in breakable blocks, and those can't be change to the single object.

    verify the ball movement mechanics, maybe you have some redundant events/conditions that make the ball path unpredictable or wrong.

    Only event I have related to ball is that when it collides with object that have certain qualifier, it bounces:
    Please login to see this attachment.

    Regarding the continuously horizontal/vertical movement. This phenomen can be easily avoided in the ball movement property panel, when you decide which ball direction are allowed and which not. You can set it so that the ball will never travel with an horizontal or vertical path.

    Ball is allowed to move horizontally and vertically, but only in certain situations. The ball should always turn at the angle it comes from.. just like light would work with a mirror.

    Like this:
    Please login to see this attachment.

    At the moment, the ball makes randomly its own decisions, like turning around or turning to another angle..

    Like this:
    Please login to see this attachment.

    For the "Bouncing Ball" movement, I've already set "randomizer" to zero. Even after changing "# of angles" to 8 (just for testing), the ball still makes sometimes a complete turn, or turns horizontally/vertically from an angle.

    The balls "course" is supposed to only change when it touches the platform (carried by the duck) depending on where the ball hits, but I'll do that later.

    Hi.
    I'm trying to make the ball movement similar to "Brick Breaker" games, but anything I try, it's total nightmare. Here are two examples:

    With "Bouncing Ball" movement:
    Please login to see this media element.

    With "Physics - Bouncing Ball movement" movement:
    Please login to see this media element.

    In both the ball movement is very unpredictable. Sometimes the ball just turns around (for example, the ball moves to the southeast, but when it hits the wall, it turns to the northwest), sometimes its direction just "stops" (the ball initially moves in different directions, but then it "slows down" and only moves either up and down, or left and right.. and might start from that too.. Sometimes the change is fast and sometimes really slow), and sometimes the ball just gets stuck in the wall, just like at the beginning of the first video.

    How can this be fixed, or can it be fixed at all?

    (PS: just ignore the duck with the platform.. focus on the movement of the ball)

    Hello!

    I've noticed that when I currently build my large game, and test the game, some features of the game work completely wrong and mess up, but when I test it later, everything works perfectly..

    For example.. I didn't make any changes to the bosses, but when I tested the built version, the bosses do something completely different than those should (enemies don't move, sights doesn't move towards the player, etc.), even after opening game again and even in the editor, but in the next day, everything works perfectly.

    Second example.. I didn't make any changes for the shop, but when I tested the built version (which I build many days after the last one), it worked perfectly fine for the while, but after I entered level 4 and went to shopping, it starts to get crazy.. (sometimes the shop closes by itself, the text doesn't appear, the shop selector moves by itself, etc), I went back to previous levels, and they started to get crazy too. Restarting the game didn't help. The next day I played through the whole game and all the shops worked perfectly fine.

    What could be the reason for this? Has anyone else had similar experiences? This has only recently started to happen.. Other testers also have same problems when they test the game..
    I'm using Clickteam Fusion 2.5 Developer (with 2.5+dlc).. Build R294.10

    Hello
    MalwareBytes has suddenly started to think that my games are malvare. Even empty projects.
    "Malware.AI.2626283202". It started doing that since yesterday. I have had MalvareBytes in use way before.
    I've tried reinstalling Clickteam and it didn't help.
    I don't know if this is related, but I used "Expression Evaluator Object" (ExpEval.mfx) and Xlua (xlua.mfx) yesterday for the first time in one small project.
    I checked the exe file with Avast and it says: Win32:PUP-gen [PUP]
    This problem does not occur in previous exe files that I have build before last night