It for sure will fix the issue as I tested something like this for a one frame menu that just changes the X value for each sub menu and once you are outside the real frame are the background was not longer saved and drawn properly. Just change the Frame size to match the entire gamefield and it should be fine.
Posts by maVado
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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Fanotherpg, Excellent work on those articles!
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What is not working with the Match 3 game?
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What type of game do you want to do Tiles?
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I do this too for various values. For example on RPGS I add Level and XP in one value.
XP starts at 100 and your Level starts at 1
value = 101 (100+1)
value = 23534 (23500+34)
Level 34, 23500 xp
to retrieve: fastloop -100 until no longer possible, then retrieve level.
You can do this with all kind of values that do not share the same number region.
Or use one value to store various information:
517894234427
5 | 17894 | 23442 | 7
Level 5, 17894 score, 23442 $, weapon 7 selected
and so on.
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Huh another thread? /confirmes again
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I don't know, probably build 249. I noticed it about a month ago.
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Go to movement and select Drag & Drop. No need to code anything.
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??
I'm not sure if I get the game right. I think its known as "Kniffel" around here ...
Let's say you have a dice active object. Set one of the alterable values to ID and the other to dice.
On frame start spread 0 to ID and set dice to random(6)+1 so it will be a random number between 1 and 6.
Now use a loop to access each single dice and read the value from it:
On loop "roll"
+ "ID"(Dice) = loopindex("roll")--> do something.
You could use another value on the dice object to mark its state like 0 if not selected by the player and 1 if the dice has been selected.
This way you could reroll a new random number only on the not selected ones.
{
count_one+=global.dice[1,i];
}You could have 6 global values like "Rolled1", "Rolled2" and so on. Then on the loop just compare the value of the dice to 1-6 and add it to the correct global value.
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For germany it's:
Qty Product Name Remove Price Total
Klikdisc August 2009 Remove Klikdisc August 2009 from cart €6.71 €6.71
19% VAT €1.27
Total price €7.98 -
Burntime has most of the features too, but I don't have fog of war. Any chance you share how you achieve it without major frame loss ? Do you have formations?
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Oh and if you have any problems do not hesitate to ask for help on the board, lots of talented people around
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Make a new topic then you will see it.
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This is great Werbad! Awesome work! That makes lots of cool gravity alike games possible
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I made a quick test:
Please login to see this link.
Edit I stopped the test at 76000 characters ...
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Use Ini instead.
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MMF2 does not have an advanced print extensions. Besides that everything else is possible.
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I would wear it as a bracelet and would have some fun in those huge electronic stores here
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Please login to see this link.
spacebar to pause, just change the key and it will pause the game.
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TechVision, do you want an example, it's really simple ?