It works now, thank you very much!
Posts by Calder
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.
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.
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Hi, I want to make effect where every few seconds a very transparent (Almost invisible) black image flashes on the screen to make it seem like a light is flickering, but whenever I import the image it just shows up as opaque. I don't think I've had any problems with importing transparent images in the past, so I don't know why it won't work now.
Let me know if you need any more information. If anyone could help, it would be greatly appreciated!
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Thx,
I played around with it.
Here is how it works.The images have to be the same format, like .bmp or jpeg.
You have to label the images with the same name and different numbers at the end that have to be in order. EX: pic1, pic2
You click on the first image, then check the import animation box.
the number of frames field pops up on the left and if you click ok all of the images are imported.
Nice work LB!
We need to get you on the payrollThank you so much, this is very helpful! I only wish I knew I could do this before lol.
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Okay, I think I figured out how to do this. Thank you very much!
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So if other people download the game, and it doesn't detect a save file in that directory, will it recreate it on that person's computer for any version of the game to use?
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I'm working on a game in Clickteam Fusion 2.5 to upload on Please login to see this link. (A website for posting indie games for others to play), and I want anyone who downloaded a previous version of the game to be able to save their progress in case I upload a new, updated version of it for them to download (with bug fixes, improvements, etc.). I did try looking for tutorials, but I didn't find anything related to what I'm trying to do, which is why I created this thread.
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Thank you, but that doesn't really answer my question. I still don't get how players are supposed to get their own save file. Does the application itself create it or what?
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Then how do players get the save file in the first place? Should I just have them download it separately? -
Okay, while I still don't really get how they work, I was able to figure out how to use arrays. But when a player downloads a new update, it would come with its own array file. Do you just need to replace the new file with the old one, or is there some other way to do it?
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I don't really get how arrays work. Why do they need coordinates to save values?
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I've just been using regular Ini's in the game itself. I just learned there's a file location option in the Ini's properties, but will moving the folder its in mess it up because its still checking there or will it automatically change? I also learned you can do this with INI++, but I don't know how to use ++.
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'ello, thanks for replying! While I haven't made the game yet since I want to know if saving the data is possible first, it would be for Windows.
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So, I was curious. Is there any way for people to keep their data on a game when they download a new version of it online?
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you can do many things; easiest is to move the frame around in the storyboard editor by grabbing the frame just left of the title and dragging it to another place.
It worked, thank you!
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Hi I'm fairly new to Clickteam Fusion. So I have two frames, the one the game starts on has all the gameplay, and the second one I made is the main menu. Obviously it should start on the main menu, so I set it so that at the start of the "gameplay" frame it jumps to the main menu frame. It works, but when I press the key to go back to the gameplay it resets and does the event again, sending me back to the main menu. Is there any way to just change which frame you start on instead?