Posts by Blizna
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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It surely is possible, 14 years ago I built a full MORPG with MooClick client and MooClick server, currently the server is written in c# using MooClick protocol.
I know Lacewing is supposed to be newer and better but MooClick works just fine. However, it can be unfortuantely crashed by certain messages.
Anyway, your game has to be designed to be multiplayer from the beginning, so that client-hacking does nothing. That means, everything needs to be triggered by the server. As an example: players wants to attack: send a message to server. Servers decided if the attack is possible and if it is, it sends the message to all players around. All players need to be assigned the Client iD by which you can scope the proper objects. -
Thanks Manuel. Frankly I am unsure how to make the scenario I described to work: let's make it simple: when two instances overlap, let's always move the one with higher Y position above the other one. (I mean Layer object action, Move object A above object B - I chose this action because it requires two instances).
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And when you need to do actions on both objects, it seems almost impossible. By that I mean a case like this:
-When A overlaps another A, move A with the lower value X above the other A.
Trying to solve it, just for fun, but even with ForEach seems difficult, particularly because if there are many instances, the order matters.
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You see, there is a quarantine because of COVID-19 so I have not much to do, so it got me thinking: is the following simple case even possible? No helper objects etc., just plain events:
Let's say that if two instances of object A collide, you want to destroy only the one which has lower ALT VAL A than the other one, for example. There might be many instances, so it not a 1:1 problem.
We would need to scope both objects for checking of their values, and then scope only to the one whose is lower. I could think of complex, probably overengineered solutions using loops, fixed values and lists, but maybe there is an easier way?
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As there is no other way to make such a simple thing like coloring different parts of string with different colours, I resoreted to use the Formatted Text extension. However, when I enter the string for the first time (after Select all), the app will lag. It got me thinking whether these things are using HWA or they are using some system controls?
As the extension is quite old, I would like to know whether it does not cause a bottleneck in performance.. -
A few days ago I got two messages from players of my game that it was not displaying properly on their screens. Long story short, the problem is the scaling feature of Win10, which is often defaulted to 150%. The upper and lower parts of the screen are just missing because of the scale-up. I reproduced that on my laptop, too. Is there any way to prevent this from happening from the CTF app itself? Not all users will want to fiddle aroung with their Display settings, they see it as a problem of the game.I would somehow expect that if the scaled-up window is too big, it should not happen. In some resolutions, in addition to that, the frame is not centered correctly (attached).
On the first screen you can see the app when run without the scaling (both corner objects can be seen completely):
(The app is 1280x800, Windows resolution is 1920x1080, default scaling settings to 150%).Please login to see this attachment.
On this screen you can see the problem - neither of objects is shown completely
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You can use Subtract on a layer and then black objects will create "holes" in it. But of course then the rest of the screen needs to be at least a bit darker so that the effect can be seen as lighting something up.
Or the good old Add efect is often used for that. You would need to have on an object that is only covering the floor.
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Yep, everything is in place. Will try to reinstall then.
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For me, it does not but works just fine on previous builds. I use Windows build type, obviously. That why I raise it as a bug. Move by Bezier and also the Pathfinding ext. I cannot build a fresh empty app if it contains either.
See the screenshot below:
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BUG: Cannot build apps containing certain extensions (e.g. Move by Bezier). CTF will show a message that these extensions are incompatible with the chosen build type.
Easy to reproduce - create a new app, place the Move By Bezier extension, and build.
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Hi,
because I need some references for my future work, I offer my services for a very reasonable price (my main goal is getting the references).
I consider myself a very experienced developer, having created e.g. Chmatakov, MMF2 and C# server based MMORPG that has been running for more than 10 years., ImagiS (Please login to see this link.) and various smaller games and apps.
If intereted, PM.Regards,
Blizna -
Thanks, yes, I use the good old Pathfinding extension, together with a variable grid size based on scenes' requirements.
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This is fantastic!!! What resolution are you working with for this game?
Thank you! The graphics is created for 1024x768.
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I'm still waiting for Clickteam to add support for true fullscreen ("change resolution mode") in DX11. I won't use DX11 without it.
Hmm but wasnt it already implemented? Because the resolution does change (with the option checked), it is just not centered properly.
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I talked about D11 Fullscreen problem with Yves, he replied that he could reproduce it and would fix it.
In my case, more of the screen is missing, it has to do with it not being centered properly.
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As a big fan of classical point & click adventures of the old times, I tried to recreate their atmosphere combined with exploratory game style, puzzles and difficulty.
The game contains no text whatsover (well, just names in Credits) and the story or meaning can be inferred from the environment, items etc. (unlikely with the limited content in the demo, though).Hope you will like it
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