In HWA, you can set effects for entire layers. I would check that out.
Posts by Brandon
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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They do it for several reasons.
1. As Crossbones said, people abused it.
2. It makes the pages load faster as they do not have to load 5 to 10 extra images. This helps people on slower internet connections.
3. Some people think that it clutters up the page.I personally have no preference on the matter.
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Can't you retrieve the IP address with the Network Object?
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There is a great example of this by Flava over at the Daily Click. It shouldn't be too hard to find.
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There are tutorials on it in the tutorials section at the right. The tutorial by Jeff covers sending and receiving basic data.
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Well if you have an invisible active spawn point you can do this:
+Number of enemies is 0
+Player is X pixels away from spawner
-Create enemy at spawner. -
Quote from Chaos
Brandon, Randoms old quote was referring to the fact that if you misspell a word, as long as the first and last letter are correct, and all the letters in the middle are present, your brain can usually figure it out.
tihs is waht i am tyrnig to say.
So, his first word was "Spelling"
Ah, how silly of me. I have seen that before, and actually made a MMF2 program that makes words like that, but for some reason the word wasn't registering with me.
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1. Well if there is only one instance of two different objects it would be:
+X of Active 1 = X of Active 2
+Y of Active 1 = Y of Active 2
-Set flag one on in Active 1
-Set flag one on in Active 2+Flag one is on (Active 1)
-Set alterable value A to 100-Distance between two objects+Flag one is on (Active 2)
-Set alterable value A to 100-Distance between two objects+Alterable value A is less than or equal to 0 (Active 1)
+Flag one is on (Active 1)
-Set Flag one off
-Set alterable value A to 0+Alterable value A is less than or equal to 0 (Active 2)
+Flag one is on (Active 2)
-Set Flag one off
-Set alterable value A to 0But what is the significance of the countdown, if it is not seen in the game? And if it is not two different objects, it would most likely involve looping and a little more work. I'd have to make an example to show how I would do it though.
2. Only one action when event loops should do the trick
3. +X of clouds is greater than Frame Width
-Set X of cloud to 0 (or -100) -
Here is the simplest fix I could think of, but I'm not sure how you want your enemies to move. If you want them to avoid walls and use some type of pathfinding, then you are going to have to do much more complicated work.
Please login to see this link. -
I could probably make an example if needed.
And Random, your signature is interesting except I can't read the first word. Is it supposed to be "sleeping", in which case you have two l's instead of e's.
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What you could do is create a small dot that, on a fast loop, goes to each ball and rotates around it to check for balls of the same color. If there are, it starts a counter, and starts checking around those balls for other new ones. I did something like this is a "Pipe Pro" game. It should work.
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It should work fine as an active object.
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Do you have groups when you try to use this? The only problem I could see here is that you shouldn't be able to activate it from the Event List Editor unless there are groups present. But I just checked and it isn't activated in either when there are no groups. Make sure you have the latest build or post an example.
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Quote from Foe
I'm having a look through the demo as we speak, but unfortunately I cant find the viewport object in the list nor the scale ability in the event editor. Any help?
The Viewport object isn't in the demo, its a third-party extension and must be downloaded after purchasing the full version.
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The Viewport object as well as the Active Object's scale ability can do this.
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I've never heard of this problem before, try posting an example for others to look at.
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Quote from dragonguy
What do you mean by random levels? A level that is randomly generated or there are several levels & the computer chooses one fore you?
I would assume a randomly generated level. And while using many Random() equations might be required, depending on the game type it might be a lot of work. If it is some type of platformer, it will have to be coded much differently that if it were a puzzle game.
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Quote from _LB
There should be a button on the menu that pops up for using a calculation so instead of two events for X and Y just one that includes X and Y. This is just a posibility but it would be nice.
I've thought of this before when adding two separate Set X and Set Y actions. It's a good idea, but probably not too high on the list of features to add.
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You could have detectors around your player, and depending on which ones are overlapping the ground, set the angle of your player.