Posts by Worst

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Clickteam.

    Hi everybody.

    Here is a working example of a maze builder. Because I always wanted something like this when I was a child but wasn't skilled enough. And because it is fun (which is the main reason ^^)

    This follows the "Hunt and kill" method (described for example here: Please login to see this link.)


    NOTE: I'm using the "Pro" version, with Array objects... sorry for the free users, really ;( (If I have time -- which would be in a long time), I should try to make one with only free availables objects. But it should be less efficient)


    Here is a result:

    Please login to see this attachment.

    (Images came from KSokoban game: Please login to see this link.)


    The MFA has 2 versions: one with step by step debug, to visually see what's happening, and one more efficient, removing all the intermediary drawings.

    Exmple of the 'step by step version':

    Please login to see this attachment.


    Please use it as you want, and have fun!

    Hello all,

    On a 2D platform game, I'm trying to make monsters change direction when reaching the end of the platform (just before they fall).
    One method would be to use active objects on each part of the platforms, and add a condition to change direction if monsters are overlapping the objects.
    For example: Please login to see this link.

    But it involves adding thoses objects everywhere. I'm looking for a more elegant solution:
    - associate an active object 'on the fly' to each monsters,
    - position this object some feets behind the monsters, and a little bit downstair,
    - check is this object is no more overlapping a backdrop.

    If the object does not overlap a backdrop anymore, it is because the monster reached the end of the path, and have to turn around.

    So my questions:
    1) For you, is it a good idea, or is there some whell-known magic that I should be aware of, before trying to reinvent the wheel?
    2) If it is the right way to do this, how can I associate a specific object to each monster, and have it follow him ?

    Thanks for your help!

    Hello, thanks for your advices! The qualifier is a great idea, I will use it.
    With your solution, it is almost perfect, it solves 98% of my problem, and I could arrange my game for the remaining 2%! Thanks.

    Now, for the pleasure of the speaking: the hero has to be small enough to fit on the road, and can't have his head touching another road upper.
    That's why I was thinking of detecting the collision with the hero hot point. Can this be achieved by some condition(s)?


    Thanks again for the answer!

    Hello,

    I would like to make a game with specific paths: the hero cans only walk on those paths (in transparent blue in the picture).
    Please login to see this attachment.

    More precisely: the hero "hot point" must always be touching a "path" active object.

    This is not as simple as "the hero is colliding with a path": if we have to parallel paths, with some space between them, and if the hero picture is big enough to touch the 2 paths at the same time, I don’t want that the hero crosses the space. I want that he sticks on the path he is.

    I feel that the answer should be very easy, but I can’t get it…
    So I would appreciate some advice if you already did something like this :) (Or If there is another mechanism than my ugly "path" object)

    Thanks a lot!!
    Best regards, Jeremie

    I understood everything, and managed to made it work for my game. Thanks!
    Looking at the size on disk of the serialized array, I came up with another solution to reduce it: storing the complete string representation of each level in one cell.

    I also found a magic object: "String Parser", which could split the string with delimiters. So I:
    - loaded the levels pack in the Rich Edit object,
    - copied the text to the String Parser,
    - split it on my levels separator ('~')
    - saved each level in a distinct cell (X dimension = levels, Y dimensions = one pack per Y pos)

    On my game, I then:
    - get the "level string" from the array,
    - put it in a Rich Edit object,
    - read the content char by char (as you showed me),
    - create the object on the corresponding coord, using 2 global variables (I know it's bad!) xPos and yPos:
    * xPos += 1 on each character,
    * xPos=0 and yPos += 1 on "\n"

    For the char detection (is it a new line, etc.), I also use "String Parser", which will work on Windows + HTML5 + Android.

    So I'm ready clickin' now :)
    A big thanks to you

    Hello all,

    I have some ascii files with multiple levels in each, that I generated for an Android game, and would like to migrate now into Fusion (Developer). It represents at least 200 levels. So obviously, I would prefer avoid drawing them one by one and save them in an array.

    Simplified example:


    So basically, I would like to:

    • read a file line by line
    • read each character,
    • convert each character in a new object
    • save them in an array.

    (For the 2 last parts, I think it is OK, but I am missing the 2 first ones :) )
    Does anybody have any advice to help me?

    Thanks a lot!