Posts by Huntermanx

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.

    7 Deeds is a small survival horror game originally made for #LOWREZJAM for Windows-PC

    Please login to see this link.

    Please login to see this link.

    The game takes place in the house of Stan, a ten year old boy. Your job is to keep him safe from the horror the house holds.
    Keep a close eye on the Food and Toilet indicators but most important is watch his FEAR level. If it reached the maximum level, he is done.

    Link to Trailer: Please login to see this link.

    Hello, I wanted to post my first finished game project. I made it for the LOWREZ gamejam, that is why it has resolution of 64x64. After the jam ended
    I fixed some issues and put few finishing touches to make it more like a finished product.

    It took me about 14 days to make the game but 90% of it was making the graphics and animation. I am glad I did it as I have had few other projects
    but usually I never finish them. So that is good, I guess.

    Game can be downloaded from this page Please login to see this link.

    Thank you for reading and if you end up trying the game please post something or anything.

    I tried the demo and the game felt really polished and high quality but until I saw your spaceship models I was 100% sure the ships in game were just drawings. Seeing that you modeled each spaceship made me appreciate the game even more. What I don't understand is, what was the reason you choose to model the ships not just draw them? Playing the demo all I saw were sprites from one top down perspective. I really like the animations for generals but I wished the ships would at least wobble a bit to make them more dynamic.

    Ok so the events would be:
    Upon pressing "Space" and if player is overlapping the box then toggle internal flag 0
    if internal flag 0 is on then TV animation = on
    if internal flag 0 is off then TV animation = off

    this looks really nice and simple to use but I am not sure if this doesn't take a lot of memory. Do the memory problems only occur if it is checking for overlapping every single frame? You said in this case it only checks for overlapping upon pressing "Space". So I should be fine?

    As I said before only reason I wanted to avoid "Check if overlapping with obj" is because I read here Please login to see this link. that "avoid overlap conditions because they use more memory than straight collision detection". The game has quite a lot of objects you can interact with so I wanted to make sure I tackle this problem early.

    No, the trigger event should still be there. I just don't want to use obj overlap but obj collision with another obj instead.
    I have read that obj overlap should be avoided so I am trying to find an effective way to replace it.

    Only thing I have come up with is in the example. If you can't download it:

    I created 1 collision box in front of TV and 3 collision boxes around the first collision box and 1 counter

    • If Player collides with first collision box , count is set to 1
    • If collides with any of the second boxes, counter is set to 0
    • If counter = 1 and press "space", tv turns on.

    It somewhat works but I have to create a lot of extra collision boxes to know when the player is not near the object he can interact with.


    Please login to see this attachment.

    I just overestimated what a phone can handle. I looked trough guides on how to optimize a android game and saw that I was using few things that can greatly increase the memory usage. The app had one loop, used a timer and few objects were created on spot. I assume that was the reason the app kept crashing. I tried building the "FaultyFlap" example application and it ran fine ,nevertheless, thank you for showing interest and trying to help.

    So I made a really simple game running at 240x160 resolution with almost nothing in it just so I could go trough all the app making steps, but the app lags really badly on my phone and then an error pops "unfortunately app has stopped working"

    I have installed jdk 8 , android sdk (api 25). My phone runs android 5.0

    I tried changing api to 21 , and target build for 5.0 and lowest possible (2.0). Different fit to screen settings but it didn't change anything.

    What do you think? Could I have missed some setting. I searched a lot of old posts checked everything many times.

    The way Clickteam Fusion is beeing promoted made me think that it is not a software for me.
    They are promoting the software as if you should only use it if you have no knowledge of programming
    and you are totally new to gamemaking. Also the only good things developers said were that
    you can make games rapidly and create something really fast. Which to me sounds like the software
    is only good for shovelware.

    So it made me rethink whether I should commit to Clickteam or choose other options
    as I have some knowledge of programming and experience in gamemaking.