Posts by hoyoyo80

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    Sorry, im trying to get the concept. Which method for the one i mention above

    1. Collision sprite="Idle" Then Directly Get AnimatedSprited ID=Retrieve Fixed Value

    OR

    2. Run For Each Collision sprite, Collision sprite="Idle" Then Get AnimatedSprited ID=Retrieve Fixed Value

    CF consist of manual and autoscope really hit me hard in brain.hahaha.TQ

    Im pairing a collision sprite with animated sprite for enemies

    Upon creation i gave the enemy the fixed value of the collision sprite.

    The collision sprite has alterable string state and initialy start with "idle"

    My question now is, how can i check value for each of the collision sprite and the matching animated sprite to animate accordingly?

    Do 1. Collision sprite alterable value="Idle" is enought to scope string value or i need for each loop?
    2. How do i get the matching animated sprite with in 1 after that? Should i go for another loop?

    Iam confused.Pls help.Thanks

    Hi all,

    Im designing a simple action side scroller game, with enemy using state machine. I use alterable string state and change this string value when condition is met. My question is, i always has weird result since i know this state comparison method is too near to the "comparing two general values" trap.(Enemy01 State="Idle").Using ForEach when comparing the state yield better result. Can it be concluded that comparing general value is better done using loop?Im trying to grasp the concept here and hope it is not just a random luck.

    Thanks

    Hi all,

    Im thinking on how to load enemies in certain area, let say an arena and load them in my desire order. For example i have three types of enemies:

    1.Melee
    2.Range
    3.Magic

    And i have 5 melee,3 range and 2 magic that i want to load in order one by one let say melee,melee,range,range,melee,range,magic,melee,magic.

    Any command or object that i can look into?Maybe array of object(i currently use Unity with these, but in unity it can be prefill)?

    Thanks

    1. Without an example it will be difficult to say - perhaps if you copy & paste your code into a .mfa just using squares as your character we can check for you.

    2. No. You don't need an extra collision object as the actual character can serve as your collision object. But with platform movement it's more common to have a collision box at the player's feet so that they can test if he is standing on a platform.

    3. It doesn't matter. If you want to combine an enemy with a health bar and you create them together, then Fusion will automatically connect them and that will save you a lot of hassle. But if the enemy doesn't have a health bar then it's up to you. What you should do, however, is make sure they don't move, collide or animate unless they're in the active viewport so that you don't use unnecessary memory.

    Ok..Thanks for the tips. So what can i use to determine direction of colliision, for my case object collide with left/right/bottom obstacle?

    Hi all,

    Im learning CF2.5 and just get the CF2.5+ because i think the child event will be helpful<3

    3 Questions here:

    1.Im learning on pairing and scoping and manage to set up enemies using PMO, but the movement is kinda jerky, what could be the cause.

    Please login to see this attachment.

    2.Im also attaching a sprite to the front of the character that act as sensor for checking obstacles, is this the right practice?

    3.Is it good the place the enemies directlyin the frame? Or load it on realtime?

    Thanks

    I think it's easier to show than to explain - so attached is an example:

    Frames 1, 2 and 3 I use just a single line command and no loops because it affects all the objects - and this will work in most cases.

    Frame 4, I want a very specific object to stop, not all of them - so I run a For Each loop to isolate and stop that particular object.

    Superb! I understand now:) Thanks

    Hi all,

    Im still on scoping subject when it come to CF2.5 engine. I dont know, i feel i kinda like CF but fail spectacularly on getting the scope concept.

    Ok, its a simple question for my cloudy mind. CF have autoscope and also bunch of other loop to scope specific object. WHEN is the time we let autoscope do the work and when is the time to iterate through all the objects?

    Because i search on the forum, some simply state :" just do the one line scope" but when i tried, it scope the wrong object or it just affect ALL other object.

    Thanks

    EDIT: FYI, i already get the concept of ForEach. But how about event that involve the same object?Let say object ball collided wil ball?

    [MENTION=7947]MuddyMole[/MENTION] thanks for the .mfa, im trying to digest how its really work.

    One curiousity,maybe its due to years do this BASIC base engine language.Let take a look at Example 8:Filtering Fix using ForEach Loop for the pink object and this is where i always lose the concept.
    It state like this, ForEach of the pink object, get the one which overlap the blue and get the orange object that has the same id as the filtered pink object. My thinking: is it kinda need two for each loop?One go thru to fetch the pink and one go thru tofetch the orange that match the pink?


    Thanks

    Hi all,

    I had put down CF2.5 for 2 years now, due to frustration doing object scoping.
    Questions
    1. Im willing to start a new and fresh , im learn object scoping for CF last time, a good explanation of how it will fail if dont comply to some rules.But in the end i learn nothing from it.Any other material to learn from?
    I tried various scoping method,fixed id, spread id just to pair up two object,and i had problem when i want to destroy them.

    2.I notice the latest add on is kinda like regular update but need to be purchase. Do all update after this require purchase? But the new features kinda tempting tho.

    Thanks