Posts by Bipolar_Games

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.

    Hi Fusion users, wanna help me make a small difference in America's future? All sales of my ClickStore widgets and tools for Fusion 2.5 the next few weeks will be donated to the ACLU. Payouts generally happen around the 2nd or 3rd week of each month, and the current amount I'll be donating is around $78. If you've been curious about my Fusion widgets, now is the time to buy!

    Please login to see this link.

    Info on the ACLU: Please login to see this link.

    Widgets available to purchase:
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    And yes I will post the receipt when I make my donation :)

    I'm looking at using the AGBO for a highway simulation, i.e. dozens of cars on a highway with up to 5 lanes going each direction. Each car has an ID which will be stored in an array (the array in my case would be the AGBO). Each array "cell" corresponds to a 25x25 pixel section on screen, and the highway would be for example 16,000 pixels wide (so the array would be 640x10 - 640 cells wide, 10 lanes tall). As the cars move along the highway, their position is updated in the array. Some cars might be moving faster or slower, or might want to change lanes, so they would have AI functions to check the surrounding cells to find if it's safe to speed up/slow down/switch lanes.

    With that in mind, my question is on the speed and efficiency of the AGBO. If there are let's say 100 cars on the highway, each moving fast enough to update their array position 2-6 times per second (using AGBO's Move or Swap commands), and each pulling data from the array to check the area around them for other cars when necessary, is this going to negatively affect frame rate?

    I currently have this working with the built-in Array object and running at 60 FPS no problem, but I'm considering moving to AGBO for its more advanced features, i.e. having an ID for each element which I can retrieve array position data from easily, and the Swap/Move features, etc.

    Is it worth it to put in the time to convert my entire project to AGBO, or is this extension not built for dozens/maybe hundreds of actions and expressions using its array data on every frame?

    Does anyone have another array extension in mind that would do this (moving/swapping elements, elements having an x/y position in the array, elements each have an ID that I can use to pull element data without knowing the element's position)


    If you read this Anders, I'd like your input since you created the AGBO :)

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    On-screen controls and tilt-to-control are great for some games, but others play best on mobile with a form of control only available on touch devices: Swiping!

    Introducing the Swipe Control Widget, new in my series of Please login to see this link.! This widget can detect both Swipes and Gestures, with the possibility of creating your own custom gestures, and comes with TWO starter game engines:
    1) A swipe-based platform engine using the Platform Movement Object and some physics effects, similar to the Rayman games on mobile!
    2) A top-down combat engine with waves of enemies coming from all directions, swipe on the screen to attack and use gestures to perform special abilities!

    Here's a preview of the game engines, and a look at the included debug frame to see how the widget works:

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    You can use the Swipe Control Widget to find when the user swipes on the screen, what direction they swiped, and what gestures they are using. It's super easy to use, here's a couple sample events that would go in place of, for example, "Upon Pressing Right Arrow" and "Upon Pressing Left Arrow":
    Please login to see this attachment.

    Custom Gestures are as easy as adding an event to the Swipe Widget's behavior code, here's an example of a "shake" gesture, where the user swipes back and forth:
    Please login to see this attachment.
    As you can see, gestures are simply made up chains of swipes. If you think of them in this way, they become incredibly easy to customize to your liking!

    Please login to see this link., and let me know about the awesome games you create with it :)

    I'm having issues with lag on iOS when there are many physics objects in a level. The game works fine on Android and PC, but lags to about half-speed on iOS unless I delete many of the physics objects. Anyone else experienced this on iOS and have any ideas or workarounds?

    Edit: solved for now by sacrificing 60fps for 30fps... not the ideal solution, so if anyone has any other suggestions I'm all ears! :)

    This is the first time I've messed with HTML5. For a clean test, I created an application with one frame with the standard teal diamond active object in it, no events. For some reason even this is not running at all. It shows the Clickteam logo and then nothing else happens...

    You can try it yourself here: Please login to see this link.

    Any ideas what I could be doing wrong?

    EDIT: Ah, it seems the frame MUST have the HTML5 object present to run. I was not aware of this! Never mind :)

    Ah! Yes that must be it, I'm running CM13 on this device. I just tested on a Samsung phone with no custom ROM installed and the sounds play fine.

    Is there any way around this on our end, or is it out of our hands? Otherwise I suppose I can put a note about possible issues with custom ROMs in the game's description.

    Tried it, the game still lags upon playing a sound. Here's my log again:

    The sound files I used for this test were: OGG, 48000Hz, 48kbps, mono

    Looks like there are some errors in my log having to do with audio. Here's the log with just Warns and Errors:

    Here's the whole log:

    I'm running into issues with lag when playing sounds. I've followed all these steps, but nothing seems to help. I am using .ogg files (22050hz, 40kbps, mono) all of which are 12kb or less, no special characters, they all play on specific channels, and I've tried Preload, Load on Call, and Play from Disk and the game still lags when playing these files. If I disable the events which play sounds (all sounds are played via Fast loops), the game does not lag.

    Help!

    Edit: Play from Disk gives me the best framerate, but still lags. It's much more noticeable otherwise. Also, I'm using an Asus Zenfone 2.

    Hi! I just released two new widgets on the ClickStore!

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    An extremely accurate, adjustable Beat Per Minute timer to use in music games and software!
    Create your own Rhythm Heaven, Parappa The Rapper, or Music Sequencer!

    - Change the BPM at any time!
    - Create events timed down to the 16th note!

    Comes with two built-in examples: a Rhythm Heaven inspired "Singing" minigame, and a simple 4-row, 16-note music sequencer!

    Please login to see this link.

    A camera and aim-control widget based on Nuclear Throne's crosshair behavior!

    - Adjust the radius of the crosshair movement
    - Change the distance the camera moves from the player
    - Adjust the intensity of SCREENSHAKE on the fly!

    Oh, like anything Vlambeer inspired, it also has built in support for [[SCREENSHAKE]]!
    100% supported on mobile, and works great with my Dynamic Joystick Widget :)

    Comes with two built in examples: a top-down shooter based on Nuclear Throne, and a look-ahead platformer-camera example!

    Nuclear Crosshair video: Please login to see this link.


    Both are of course open source, both come with two example games, and neither require any additional extensions!
    (note: the platformer example uses the Platform Movement Object, but the widgets do not require anything but themselves to function)

    If you end up using any of my widgets, please contact me so I can share your creations!

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    Hi! As a small personal challenge today, I made a custom window interface that includes moving, resizing, minimizing, maximizing, and restoring a window made from a set of Active Objects inside of an application.

    It's made for PC, but would in theory work fine on mobile (though you'd probably want to make the edges and title bar thicker to be easier to manipulate on a touchscreen).

    The bouncing ball in the window is just to show that it can be used for more than just text :)

    Check it out:

    [/B]
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    Requires only the Layer Object and Active System Box extensions.

    Download the MFA here: Please login to see this attachment.