Posts by LazyDev

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Clickteam.

    Yeah, getting different values for all the NPCs is what I need, but I don't understand the method you told me to try, as I tried applying this but the result didn't go as you said. (well, I think I'm missing something because to be fair I'm not English native)

    If you need a serie of different values ( all the values different I mean ) you could just use a counter, increment it and give the counter value to the current target. When the counter reaches the max actionchance ( 160 ) then set it again to 140. Same for countcapchance, just set a second counter for that.

    Can you make an example MFA of what you mean? I'm reworking the NPC engine and so far the count function is the only thing left that I need, sorry, I'm not really experienced in making AIs, I'll check how it works in depth. Thanks if you read this.

    Hi, I've made an NPC system for my platformer (using another movement system as a base) and I'm using RNG to trigger the movement, but because of this I have the following problem:

    First, it works like this: At the beginning of the frame, it sets a random timer for when the NPC will start moving, and a random timer for when it will stop moving, both using the RRandom() function, and each NPC has a counter value that always adds 1 to itself, this would probably guarantee that everything will move between different times? right?

    The problem is... I don't know how to control Clickteam's RNG, so I can't completely guarantee that NPCs won't start moving at the same time if the same chance kicks in for more than one NPC, since it's for all NPCs at once.

    So here comes my next question: Is there any way I can get the RNG to always give different odds and not similar/equal odds for each NPC? Or am I just being stupid making the AI?

    With that explained, I leave the NPC system MFA below, if anyone would be able to help me it would be incredible.

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    sorry, but i did (i censored the link to show the proof) just check the conversations tab in the website

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    here you can click on it:

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    If for some reason you can't see it, just send me a DM on Discord: momazosdeibi

    Look, first of all, sorry if I don't explain things well, English is literally not my native language, but the issue is that the chasing notes seem to have jittering when they begin to move towards the player (thought it was obvious what I meant, do you know what even jittering is? I don't wanna sound rude tho) and the jittering makes it look less smoother, specially when you play on full screen, if you still don't understand what I mean, I can send a quick exe build to let you see the jittering problem on full screen, the GIF recorder is a dork when it comes to record jittering related gifs

    About the notes behind the player, they're just a trail that uses the same sprite, it's just part of the character's main gameplay.

    Works all better, the only thing left to fix would be to remove the jitter itself, and make the movement smoother (though I'm not sure if this is because it involves the physics engine object) also, here's an example of what I mean, the player will still escape from the note, so one option would be to gradually increase the acceleration until it makes it impossible for the player to escape from the movement.

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    But it's a good progress, I hope we can achieve the desired result, thanks alot for your help, :)

    Omg, thanks for the example! I modified it to work just as I need, although I started to notice a bit of jittering on the object when the player gets close to it to change its state, also when the player tries to grab it behind the note it starts to accelerate faster, about the jittering I'm pretty sure I did something wrong (the GIF recorded doesn't show it very well, it's better to see it in Clickteam) I'll also try to make it accelerate fast enough to reach the player.

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    If you can try to make a better version of this, as I'm struggling, it would mean the world to me.

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    Here is also how it's looking currently in-game, so you get a better idea about the issue.

    Hi, I've been trying to develop the collectibles in my game, for this, I wanted to make them work differently than usual and not look static, basically when the player approaches the music note it will start to gradually move towards the player, I tried to use as a base an object that does something similar to what I was looking for, and try to modify it to fit the size of the player's skin, but the object seems to occasionally move incorrectly, sometimes it stays spinning around for a while and then goes to the player, or the player is able to run and escape from the note, do you all think I should change the movement style or am I just being stupid?

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    Also I'm trying to base it on something my brother did for me in another engine before I decided to just continue my project in Clickteam Fusion, a musical note that moves towards the player while at the same time I'm trying to improve said movement to make it look cleaner.

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    If you could help me I would be eternally grateful, I'm attaching the example MFA below.

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    I have an active object inside a dialog box that serves as a background that moves, I achieved this thanks to an effect called DisplayIMG, the problem is that because of it being an active, the camera is able to make shaking along with the background of the dialog box, and I want to it be static like the one at the background, the background behind does not move during the shake due to it being an active box object.

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    Here is the code for both the camera and the dialog box background, I need to know if there's a way to fix this, would be eternally grateful.

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    Hello, I've been trying to open a MFA of my game that I had saved in my drive on my cleaned up computer, I installed all the extensions and everything is there in the Runtime and Extensions folder, with the exception of one that whether I install it in the Unicode folder or not, this error pops up and prevents me from opening the MFA at all.

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    Before you can ask if the Clickteam Fusion is pirated, is the one coming from Steam.

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    I have the latest update on, which is the build R295.10. (though I'm not sure if it's actually the latest, I just reinstalled everything directly from Steam)

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    I believe this also has something to do with the issue, I tried to open an already pre-built EXE from the same MFA (made in the same Steam CF before I reset my computer) and this window pops up too, I tried to reinstall Steam at least once and reinstall every single extension from scratch, but this error still appears, the NeoPic.mfx extension is on it's right folder (in Unicode both in Extensions and Runtime) I don't know what to do anymore, if anyone can help thank you.

    If you want to know where I got the extension, I downloaded it from here: Please login to see this link.

    Okay i'm sorry, I was asleep when I woke up so I wrote the code differently from what you shown in the image because my brain wasn't working properly (i remember writing Sin(timer + 500) * 0.2 * 10.0 instead of Sin((timer + 500) * 0.2 ) * 10.0 so it gave a different result, I really apologize. It's working now so thanks for helping . (though I think I kinda wasted your time)

    Hello, thank you so much for the response, it seems it was my mistake of leaving the mfa with so many junk, I cleaned it overall leaving only the logo active, it should work now.

    Regarding your method, is working perfectly, except that I can't seem to achieve an accurate result to my original animation, I've tried adjusting the numbers carefully, but then it stops mantaining synchronized or synchronizes in weird ways that are not what is expected, maybe is that im not good in this topic of clickteam /: but thank you so much for the help though, I will still give a shot and continue figuring out how to remake the og animation, if you want also, you can dig down deep in the Logo mfa and tell out if anything is possible to fix.

    3D Logo V2 mfa is below, no extensions required.

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    Hello, I need some help with a problem in my code. I have an object that constantly rotates and scales, and to keep both rotation and scale values synchronized, I use a value timer. When the timer reaches the value >= 0.93, I reset out both rotation and scale. The problem is that I can't find an exact number/value to avoid jitter when resetting both scale and rotation, as neither 0.93 nor 0.92 works correctly. I would really appreciate any help you can give out if is possible, I'll be leaving the following mfa below.

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    I don't think this is possible with the method I'm asking for, but is there a way to detect if the player is overlapping the edges of a backdrop? The dirty method I know of would be to add active detectors to the edges, but I don't really want this as it would make the game's performance worse. I need it to automatically detect when the edge of each backdrop (obstacle) is overlapped. Any possible solutions here?

    Hi, I've ran into an issue related to a flying-enemy which I believe is significant to look into.

    Before I begin to explain it, the enemy consists of a bird that flies in the sky, impersonating as a common background element, but when the player passes under it, the bird plummets down below at quick speeds crashing to the ground, and then gets up again and turn in the opposite direction, this is the "core" idea.

    This works perfectly well (although it's not very polished yet), the problem is when the bird gets up. I'm using a "wake up again" timer that initially causes the bird to gradually move upwards, and after then sets its state value to 4, that causes it to stop moving. It kinda works, but it doesn't take into account if when the bird goes over the Y position where he was before falling, since it's just using a timer value.

    Now, I guess you could say that I could solve this quickly by setting an initial Y position value of the bird at the start of the frame and then checking to see if the Y position upon moving up is lower than that value. But I've tried that and although it works better than using the timer, it's kinda very janky as it bugs sometimes and doesn't work as intended.

    I could give an MFA or even a simplified version of this problem, as I think it's a deep issue that someone could understand better by looking at the code, if that's okay.