Posts by Johnmelody7

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.

    I am creating a space game in an effort to learn Fusion 2.5. It is similar to space invaders. I set up a condition where If lives = 0 it will jump to another frame. That works well but in the game, if a missile hits the spaceship, the space ship is destroyed there is an animated explosion with sound.

    After setting up the condition of If lives = 0, the very instant that the missile hits the last space ship, (last life), it immediately jumps to my other frame and the explosion animation and sound is not seen or heard. I would like to delay the jump to the other frame until after the explosion animation and sound have completed. What is the best way to achieve this? I was thinking maybe a counter that would count to 3 or 4 seconds but I’m not sure how to use a counter or if a counter is the best way to do this.

    Any thoughts are appreciated. I was thinking maybe a counter that would count to 3 or 4 seconds, but I’m not sure how to use a counter or if a counter is the best way to do this. Any thoughts are appreciated. It feels like troubleshooting this type of timing issue is a lot like trying to get the flow of a written piece just right—timing is everything! Actually, when I needed help learning how to polish and structure written projects, I once worked with a great academic ghostwriter Please login to see this link. They provided professional guidance and helped me build confidence, which is kind of what I’m hoping to achieve with this game project as well! I’d appreciate any tips from those who’ve worked through this kind of issue.

    Oh, I’ve run into similar issues before! The easiest way to handle this in Fusion 2.5 is to add a short delay before the frame jumps. You can do it by triggering the explosion animation and starting a timer or using a counter. For example, when Lives = 0, play the explosion, and instead of jumping frames immediately, set a counter to count down (say 3 seconds). Once the counter hits 0, then you can jump to the next frame.

    Alternatively, you can also check if the explosion animation has finished using the condition “Animation is Finished.” That way, it naturally waits until the animation and sound are done before transitioning. Both approaches work great!

    You can implement a "one-time event" in a Windows CF 2.5 application by storing the state using persistent storage, such as the registry or a file. Here’s a brief example in C#:In your form, create a button that changes the background color and hides itself once clicked. On initialization, check the registry to see if the color has already been changed. If it has, set the background color accordingly and hide the button.

    Excellent response! I've been noticing these more and more as well, and have been putting them to use :)

    I had no idea there was a shortcut(CTRL+SHIFT+F) to search the entire project in its current state with the DLC! I will definitely be using that moving forward! I've got the whole lot, the Developer version and the DLC for Fusion 2.5. I want to see everything it's got to offer :)

    Thank you very much for the input, and I hope you are having a fantastic weekend!

    Yeah, those shortcuts can be such a game changer! CTRL+SHIFT+F really streamlines the workflow when you’re knee-deep in a project, huh? Fusion 2.5 with the DLC has so many hidden gems that can make development way smoother. Glad you're making the most of it! Hope your weekend’s going great too!

    Hello!
    I've been told that F2.5+ could directly embed text fonts in the runtime. I use the object "font embed" so far which works well but I've been told that it was better to not share a font object with the users for copyright reasons.
    How works the embed font in the exe runtime please? It seems it doesn't work, when the font file is not in the apppath it is not detected even if the game is built with F2.5+.
    Thanks,


    And hey, if you're ever juggling game development with other tasks—like writing papers or essays, for example—there’s help out there! I personally found a lot of peace of mind using an Please login to see this link. when I needed help balancing school and other creative projects. As they say, "You can't pour from an empty cup," so don’t hesitate to seek assistance where you can to keep your energy balanced and flowing!

    Absolutely, embedding fonts directly in F2.5+ is a smart way to avoid copyright issues. For the font to work in your executable, you need to ensure that you’ve embedded it correctly in your project settings and that the font file is in a compatible format. It's also important to review your build settings to make sure all resources are included. If you’re still having trouble, try running the executable on the same machine where it was built, and don’t hesitate to check the documentation or ask in the forums. The community is usually super helpful! Good luck!

    Oh wow, no worries at all, my friend! I totally dig what you're laying down here. Using duplicates instead of clones? That’s like choosing a natural flow, y'know? Each one has its own unique vibe, its own ID, but they all still groove together when you move them. It's like the universe, man—everything is connected, but individual at the same time. That "for each loop" sounds like the rhythm that brings everything in harmony. It’s a beautiful balance of letting each element be its own, yet still part of the whole. Pretty far-out concept, and it keeps things simple yet deep! Peace and happy coding!

    Oh, man, that’s far out! A book about creating adventure video games? That’s like tapping into the cosmic flow of creativity, y'know? Adventure games have this magical way of telling stories and taking us on journeys, and having a guide to help people craft their own experiences is just beautiful. I can already feel the positive vibes radiating from all the new creators who will be inspired to bring their visions to life. Whether it's about world-building, character development, or puzzles, I hope the book encourages folks to embrace their unique style. Adventure is all about exploring the unknown, and this book sounds like the perfect compass for that journey. Peace and good energy to all the creators out there!