Posts by Pookasnooks

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 have discovered that setting the display mode to Direct 3D 9 causes the string object to word wrap improperly, more specifically, it puts a line break in between a word and a punctuation mark that's right next to it, rather than before the word with said punctuation. It also can split contractions. For example:

    Please login to see this picture.

    Please login to see this picture.

    Please login to see this picture.

    Please login to see this picture.


    Setting the display mode back to standard fixes the problem, so I can say for sure that direct 3d 9 is the problem.

    I am gonna suggest some features that Game Maker has that I think MMF should too.

    - the ability to snap objects to a grid when placing them in the frame, and to define the size of the squares that make up said grid.
    - the ability to make the background automatically scroll
    - the possibility for paths to be curved.
    - the ability to do things to paths such as flip them, mirror them, rotate them, etc. Perhaps in the multiple movements editor, you can clone a path and then flip it horizontally.

    I happen to have made a lot of games in the past that give an extra life every 1000 points. So I will try to explain how to do it.
    I have a global value, called "Score Keeper".
    I check to see if the value of the current Score minus the value of Score Keeper is greater or equal to 1000. If so, then add an extra life and add 1000 to score keeper (make sure score keeper starts at zero whenever you start a new game).

    You can easily do this for 100 instead of 1000. And it doesn't matter if it goes over, or if you get enough points to get two extra lives at once. It will still work.


    edit: Since you're new I just thought I would add, that to do the aforementioned check, I think you probably want "compare two general values".

    I think I found a better solution. First of all, the clouds had "use fine detection" checked which didn't seem to affect PMO in version 2.0. Second, although it didn't affect the player, certain AI controlled bosses that use PMO moved slightly faster and/or jumped slightly higher, so I had to adjust their max x/y velocity to make them move mostly the same as they did in version 2.0

    Also, I can't see any of my own posts when I am not logged in. Have I been silenced or infracted something? :(

    Edit: I am having a problem with the particle spray object in version 2.5 now. It works fine when running the game from the editor, but when running a built exe, you can't see the particles.

    I have found that switching from "top pixel of platform against bottom of object" to "whole platform against whole object" fixes it.
    but now I am having these problems instead:
    Please login to see this media element.
    Not only does the player get mega stuck, but the boss (which also uses PMO) moves faster than she used to and I changed NOTHING.

    I don't want to sound rude, but there is no excuse for this. And saying "don't like it, then make your own custom platform movement" won't cut it. MMF is advertised as being friendly to beginners. And therefore, said features that are made with beginners in mind should at least work right!

    Quote

    When I enter my serial number (from Clickteam store) for both F2.5 and HTML5 it does nothing. Doing this from settings>serial code(one at a time)

    the problem piscesdreams is having is happening to me too :(
    I want to access the 2.5 forum so I can download the unicode module. so can someone please help me?

    hi... I recall a while back that I switched to PMO because of a bug I was having with the built in platform movement. The bug was that if I touched the SIDE of a wall while falling, I would no longer be able to move left or right while falling. I also had a lot of other random bugs that I was glad were gone when I switched to PMO. So I would like to know, has this particular bug been fixed and in general, the built in platform movement, has it not just added new features but also been improved bug-wise?

    basically my saving system is that at start of frame (in global events) it
    - load file TouhouWF2.cuteness
    - set value boss1clear to get value (boss1clear)

    it basically sets everything to itself.

    then when the boss dies it does
    - add 1 to boss1clear
    - save file to TouhouWF2.cuteness

    that's pretty much it. I've always wondered about setting it to itself, if its neccessary or not, but it doesnt seem to work right if I leave that out.


    also just wondering, could a problem happen if the game LAGS at start of frame or around the time it loads or saves? I know there's a such thing as "Lag glitches" where lag causes problems to happen that aren't normally a problem with the game.

    hi I am just wonderng something. I have my computer set to japanese locale, so I can play various touhou games, unzip japanese files without them corrupting, etc. If I continue to develop my mmf2 game while this is in effect will it have any impact? will it affect anything if I BUILD the game?

    In particular, I want to know if the file paths for direct show object songs will still work on computers set to english locale. Because I see that in japanese locale the slash in the file paths change to a different symbol.

    Can I please stop being argued with? I said I want to settle for bitmaps. I made this topic because I thought I was doing something wrong with the screen capture object. I didn't really have a problem with using bitmaps to begin with, I just wanted to know if I was making some mistake with the screen capture object that it wasn't saving properly. But since that's not the case, I can live with it, okay? :)


    Sorry if I seem mean btw, I really don't like to hurt people.

    Yeah whatever you do, don't just settle for saving with bmp, because the file sizes are enormous and people will not like that one bit.

    I already said I was gonna settle for saving with bitmap... its not THAT big a deal and its better than using all these convoluted methods that go way over my head. sorry. My games have been saving bitmaps for quite a while now and nobody has ever complained.