Posts by benjamin

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.
    Quote from Game_Master

    Not a huge difference really. Considering you can sell Flash games far easier than you can exe's, the higher price isn't really going to break the bank.

    I wasn't planning on selling any games at all with it, I've stopped doing that years ago. I only use MMF for personal stuff these days. I've made my decisions, since there are a number of applications I'd like to buy, I'm not going to get the swf exporter. The other applications do use a more fair conversion rate, reflecting the current exchange rate, rather then some set figure. I can only spent my money once and don't like the feeling I'm being overcharged for whatever reason.

    If the exchange rate would reflect what it really is at the moment (and has been for a long time now), the outcome may have been differently. For me it's just a principle.

    If I do buy MMF2 Dev, I'm even going to pay €50 more.....

    Just wondering why I do have to pay a lot for the new flash arrival then the people in the US have to do?

    $69 by far doesn't equal €59 at all..... $69 equals €47, that is a lot less. Looks like Europeans (including those paying in pounds, $69 is 39 pounds, not 49) end up paying a lot more then the US citizens do.

    Is there any reason for this? I'm still debating if I should get the swf exporter or not, these times €59 isn't something I just pay without thinking. Adding the price difference on top of that, I may hold off for now.

    Quote from Fanotherpg

    Paul some materials should be in Klikdisc but Kisguri moved them to the October issue, and some in new Klikcast (both would be different).

    What is more I just yesterday returned home and after one hour went to my couisin 18th birthday... So I'm still at his place and I will be back today evening... So don't worry all materials should be available in closest few weeks.

    Why Klikdisc? Why wait so long? A lot of us don't get the klikdisc at all, but still would like to see the convention videos.

    Quote from JasonDarby

    Actually its a modified version of Vista which should run faster and be more efficient (dont know if this is actually the case, just what i have heard)... so the question is... is it worth a decrease in clock cycles and memory usage :D

    Something based on Vista is in itself more then enough reason to avoid it and stick to what really works best.... XP

    Modified or not, with Vista MS has gone to far in taking over control of a pc and I'm sure they will push it a little further with Windows 7. As soon as they strip away all of the control, I will reconsider.

    Only US, Canada, Japan, UK, Germany and France are eligible for this special offer. The rest of the world pays full price. You could always order from one of those countries, I guess.

    But why in the world would I even want to buy Windows 7 as long as WinXP is still running great and is being supported? I've just bought a new laptop 6 weeks ago and it had Windows Vista on it. It ran for 2 weeks or so and then a blue screen appeared and after that is was game over. I had to re-install. I didn't really like the power and memory Vista at all, so I installed my good old WinXP again. The laptop runs very smooth now and I've got at least 512 Mb RAM more available then under Vista.

    I've heard that Windows 7 runs a bit better, but why in the world do I want to pay for it and allow Microsoft even more control of my computer? If it ain't broken, don't fix it and WinXP sure ain't broken at all. I was foolish enough to replace it with a broken Vista and I'll not do that again.

    Quote from ToxicKiwiGames

    benjamin, has anyone ever said that they love you and that they want to marry you? well, here is an offer ;)

    THANKS, THIS IS GREAT!!!

    You're welcome :grin: As for the offer, you're only the 4th or so that told me that this your, but I do have to decline, I'm already taken :blush:

    I did see this on an art related forum elsewhere, but I'm sure some of you will be interested in this as well. Corel is giving away Paint Shop Pro X for free: Please login to see this link.

    The only difference with the retail version is that you get a splash screen when you close asking you to buy version X1. Otherwise I don't think there's a difference.

    Very cool application, I do find it more useful and friendlier to use then Photoshop, yet it packs some awesome power and tools.

    Quote from JasonDarby

    benjamin Sometimes you have to compromise... thats the nature of games/software development. If you have the skills and think you can make money out of it, then why not make a hidden object game.

    The way i look at it is that you (Im talking generally not specifically you)..its a means to an end. You make some games to generate enough money to create something else that you might have more creative control/investment in.

    I really dont have an issue with that way of thinking personally. I know indies like to be independant, but still :)

    If your goal is making money then perhaps the reasoning is true. But even if you generate enough money, who will publish your dream if a lot of the publisher have a bigfish games mentality. I guess you could use the money to self promote and self publish perhaps.

    Personally I'm not in it for the money. I do create games I like and most of them were picked up by one or more publishers making me some nice pocket money. So I don't care what kind of games bigfish wants, it's not what I enjoy creating. I've got a good job, so I don't rely on the money at all. Game creation has been a good learning experience for me. It's taken me to places I may have never reached otherwise. It has expanded and enhanced my graphics skills so much that I'm able to create comics and recently have started illustrations for children's books. So even if I wouldnt have made any money from the games, it still has helped me in developing some skills, which are very useful for me now.

    I really like creating games, but I really love doing computer gfx. Game creation has been a stepping stone for me.

    I've been developing games on my own for a number of years now. I'm by no way making a living off it, but it makes a nice extra, a very nice extra I may add.

    But.... it's though, not everything I've done has been succesful, but some has. I don't sell through BigFishgames, I don't like their policy, they do kill creativity and want games that all look alike. But if you can live with that, then by all means give it a try. But be prepared to be turned down. Try some smaller publishers instead or try some self publishing. I've done that in the past also and you can make some nice money of it.

    1998 or 1999 and I still remember what I asked..... Can you create a RTS with MMF? Yves answered that one personally and stated yes, technically it SHOULD be possible, but no one had ever done it.

    After that I bought MMF1.0 and created Andromeda VII with, the first ever RTS made with MMF. It even got me a publishing deal and some of the artwork is still in the MMF graphics libraries, but is a bit outdated by now.

    Good old days :)

    Quote from Chaos

    When making the engine for my game, I've made it as modular as possible, so I can plug things in and take them out without worrying about destroying large chunks of code. everything is in its group/subgroup, and I make sure all pieces needed are in a dump-box frame for later use.

    I probably would have finished the engine months ago if it weren't for taking the time to do that, but now upon making actual game content it has made things infinitely easier to work with.

    I do the same, keeps everything neat and tidy and easy to take out, change or add stuff.

    Some of my projects tend to be huge, I often have over 1000 events in one frame. Still when editing or taking out events, I do not run into trouble at all, since everything is arranged into groups.

    I always start with the the most advanced level or frame. When that is finished I use it as an template for the rest of the levels/frames. For the less advanced frames or easier levels I just take out events that aren't needed. That way I can create a game in less far less time then doing it the other way around, starting at level 1, going to 2, then 3 and so on. That is much more work. Just start at last or most advanced level and go backwards. If the most advanced level works, the rest will also.

    I think this is one of the reasons many do not finish their games. They've got an idea, start at level 1 and by the time they reach level 5 they find out it doesn't work. Someone who's creating games, needs to think backwards. Start with the toughest, finish with the easy stuff.

    For example, when I create a platform game, I start at the final level. It has all the moving platforms, ladders, locked doors, jumping pads and whatever else I want in it. For the rest of the levels I just take out some of the stuff. Level one has only ladders, so moving platforms, locked doors, jumping pads and so on, are deleted. Level 2 has moving platforms and ladders, so locked doors, jumping pads and so on are removed.

    If I had not followed this strategy most of my game would never have been finished.

    By the way, how long it takes to create a game is very relative. If I say 2 months, but I work on it 6 hours a day and someone else says a year, but only works on it one hour a week, then the time I put into is a lot more, even though a year sounds a lot more.

    I used to create a full game (including some of RTS games) in less then 4 months. But I worked on them at least 3 hours a day, I had that privilege. I've stopped doing that and now it takes me 9 months or so to finish a project.

    Quote from MBK

    About 2 weeks or less. I've only made a few crappy games.

    BUT, I've worked on engines that have taken me several months to figure out how to do and get working well.
    I just haven't made those engines into games.

    Why did you spent all that time on engines if you don't turn them into games? Isn't that a complete waste of time?

    1. The registration button is called sent registration
    2. You don't need to register an account to buy. When you order there's a tick box under the email information that needs to be provided and you can untick it and then buy without registering.

    The account confirmation is done on purpose to avoid all kinds of void accounts.

    Thanks for helping me!

    I'm setting up a new website and store at the moment. At the moment for my games website, which I'm more or less using as a testing ground for other websites as well.

    I would like to ask anyone who wants to do so, to help me out with testing the store. The store can be found at Please login to see this link. It's an additional site to my main website, but eventually it will replace the whole site. It includes a home page (nothing much yet) and a store with a database. For now I've added one game to the store, it's free and you can 'buy' it. Doesn't cost anything at all, the buying is just for testing purposes.

    I would be helped a lot if people would register an account and 'buy' the game. Once you do buy the game you should get an automatic response with a download link. This link is for real an contains the actual game.

    The game is called Ronko's Challenge. It's not completed. The game is part of an math application I'm designing, but I took out the game part and changed some things so it will be more suitable as a game. It's never released before, I prepared it especially for the store testing. Any feedback to the game would be great and you can leave it at the store and even rate the game there.

    Please do test the store and game as much as possible and any feedback (here or at the store) is appreciated. I'm not an experienced website builder, so any help in testing what I've done so far would be great!