Don't have an account yet? Then register once and completely free of charge and use our wide range of topics, features and great options. As a registered member on our site, you can use all functions to actively participate in community life. Write posts, open topics, upload your pictures, put your videos online, talk to other members and help us to constantly improve our project and grow together! So, what are you waiting for? Become a part of us today!
To get support for a technical issue such as installing the software, to query a purchase that you've made/would like to make, or anything other than using our software, please visit our Customer Service Desk:
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!
Setting up a new computer atm so I can't look at the code. I've done this in the past by having the base character/player manoeuvre an invisible shape/ block . I then use events/variables to map the characters skin and animations to the base. Even built a skeletal rig/system using this, which is quite useful, and posted on the forum.
I have a similar system which maps the skin to an invisible hitbox too!
The problem is that I can't find a way to map the character's animations to it without doing the process 4 times!
Example: currently in the .mfa all of the character's animations are mapped to the P1 hitbox, and what I'm looking for is a way to map them to the other players without having to map them individually with an exception for each player.
So I've trying to make a game which has multiple selectable characters and multiplayer and some good ol 4 player fun coop platforming fun.
The thing is, I'm having trouble finding a way to make it so a character can be chosen by any of the 4 players, without having to paste the code for player 1 three more times!
What I want is a system in which the puppet (character) can be puppeteered by any of the players, without having to paste the code for each player.
I've tried many approaches without succes.
Anybody has a clue from where to start, or perhaps a tutorial I can follow?
The .mfa with only the character system can be found below, if that helps.