Posts by Holmes123

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.

    Working on a game where the hero ends up in a dark dungeon

    The only visible area is around a torch on the wall

    The hero picks up the torch, and is able to carry it with him

    As he walks the area around him for lets say five feet is visible, while the rest is in darkness.

    How is this done ?

    Thanks

    Working on a shooting game, and I have a problem

    What I am attempting is this/

    A bird sits on a statue. When the player shoots the bird, he flies off the statue and off the screen.

    Then he flies back on the other side of the screen, and sits back on the statue, to get shot again.

    It all works for me except the end. I use the path movement to get him to fly away, and I wrap him around to the other side of the screen, where he re-enters and sits on the stature.

    However, when I shoot him again, he goes into his flying animation, but just sits on the statue.

    He doesn't fly away again after being shot.

    How do I get him to fly away again if he is shot.

    Let me see if I cab explain this, and you can tell me how to do it.

    My player goes into a store. There are various items on the shelf. Axe, sword, food, armor,etc, etc

    The player clicks on the armor, global item #1 (called supply1) becomes armor

    then he clicks on the axe global item #2 (called supply2) becomes axe

    then he clicks on the sword global item#3 (called supply3 ) becomes sword

    I am looking for if the previous item has an entry in it. The game automatically put the new item in the global value that has no been used yet.

    this way when the player tries to bring up the proper item via the global value the proper item gets brought up.

    Here is what I am trying to do,

    There is a list of my students name, i.e. Jim Nasium, Joe Kerr, Merry Christmas, Ann Doverhand (obviously not their real names)

    Well they are all listed in a group pf strings on a graphic of a sheet of paper.

    Well we have a contest about geography. When the first person gets a certain number of answers right , they click on their name, and it appears at the top of another graphic that appears called the Hall of Champions.

    Then they click okay and the program reverts back to the list of students.

    Second person gets enough answers right, they click on their name and it appears under person one.

    Same cycle

    This continues to all ten students click their names , and they all appear first to tenth in the order they clicked their names.

    When the tenth person clicks, the Hall of Champions gets printed on hard copy, so I can post it in the class room.

    Can this be done?

    I am working on a game where there are various stores in the game.

    The idea is too have the best store

    Lets say the stores are

    Joe' Hardware

    Pete's Floral Shop

    Amy's Books

    Ted's Auto Supply

    Jerry's Ice Cream Shop

    Now the bottom four shops are computer controlled. The player that plays Joe, does what he does, while the other shops go through their motions via sub programs

    Now what I would like to know how to do is this.:

    Based on the performance of the computer controlled businesses and the player, each business is rated 1-5

    By clicking on a board located in front of the stores,

    all the stores are listed from the best to the worst depending on their over all rating.

    How is this done?