Bumping this thread to see if anybody has made progress in this or if anyone has resolved it themselves
Posts by TedBoomerang
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.
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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I am now having this problem as well. I'm not sure how to deal with it. I don't have any version of flash installed currently. I'm wondering if there is a way around this problem
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definitely my favorite of the games made with this so far
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Wait wait...you're using 2 sub applications? that's genius! why didn't I think of that?
I wonder how much that affects performance, though
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Hey, has anyone found a good method for interactive pause menus in flash? the subapp method we used in the past doesn't work in flash.
we could really use a better method, as I'm guessing XNA will not support it either and I'm thinking for the future
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The simplest way? Use the timer (the stopwatch)
have your object start as invisible then add the events
When (player sprite) is overlapping (your trigger object)-
-reset timer
-start timer
-set (text) to visibletimer reaches 00:00:10:00
-Set (text) to invisibleThat's the EASIEST way to do it. you may experience problems if you do this with more than one triggered block of text
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The problem is many webpages that let you upload .swf files don't have an option to expand the size of a document on their site (mochiads does not, if I remember). This would be more of a convenience for creators who make retro-styled games that have a low resolution as well as anyone who is looking to reduce file size
Many other flash game engines do as well. The best example would be Flixel's engine
Here's an example of the code they use
package
{
import org.flixel.*; //Allows you to refer to flixel objects in your code
[SWF(width='640', height='480', backgroundColor='#000000')] //Set the size and color of the Flash file
public class HelloWorld extends FlxGame
{
public function HelloWorld()
{
super(320,240,PlayState,2); //Create a new FlxGame object at 320x240 with 2x pixels, then load PlayState
}
}
}of course, I know MMF works different, but I'm sure this would be possible and would be very helpful if it was added
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I noticed that in the new beta, "Resize display to fit screen" is officially supported, which is FANTASTIC! Thank you!
I was wondering, in addition to this support, if we can have the size of the exported swf to be independent of the size of the MMF frame?
Let's say that, for example, I have a 320x240 MMF application, but I want the exported swf to be 640x480 with the 320x240 application blown up inside. Can this be added to the export options?
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We're from all over the world! someone is bound to be awake.
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this is really neat! if you can get the 3d movement going smoother, (a la wolfenstien) this engine will have tones of potential!
Now, is there any way to have textures for the objects embedded in the swf rather than calling them out by url?
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Got it, thank you!
I definately look forward to this being ported to flash...if it's even possible
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I'm feeling rather embarrased, but I can't seem to generate any sounds. what is the quickest way to tell if it's working?
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Can't wait to try this out. thank you!
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Actually, I have to disagree: while it won't affect actual performance, lowering the color count does, in fact, lower the file size
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oh man, this is good news! now I just need to figure out how to control it properly and have the MMF file control animations in the external swf
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Thanks for the update, Drcooper!
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Also, somewhat unrelated, but the "remove created backdrop" even doesn't seem to work either, but the "Remove all created backdrops" works fine.
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This was mentioned in the Technical support Forum, but I believe it would be more fitting to insert it here.
The subapplication doesn't follow the screen properly when "Follow the frame" is unchecked. it seems to scroll the opposite direction than the rest of the application
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Hey, Just chiming in to say I'm also suffering the same issue. What's even stranger, it seems to scroll in the opposite direction the frame is scrolling.
On the Same topic, I've also noticed the "remove created backdrop" function doesn't work, but the "Remove all created backdrops" does.
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Hey, just popping in to let you know this engine is WONDERFUL. movement works. easy enough to edit comes with enemies. you should consider putting the events in the objects and making a widget