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Thanks for your help, I'll give it a try, sorry it took me so long to respond (im a junior in high school, so I'm very busy. Plus I've been playing a lot of minecraft ). But to the person who was talking about bandwith and copyright, you are just mean spirited. My friends and I love to play pokemon, and one of my friends is a fantastic spriter who likes to draw custom pokemon, and another loves to write. So we decided to make a pokemon game. I am only going to GIVE (not sell) it to just them when I'm done, so why don't you get off your high horse and stop telling me what I should and should not do. And also, like you have never wanted to make a new (and in your mind improved) version of a game you love. That is all I am doing. So I'm sorry I ranted about this but people like you just make me mad. Insulting others, if your so smart, why don't YOU tell me how to solve this. And by the way I think nintendo has better things to do than crack down on a three person version of their game. So again, thank you to everyone who had somthing productive to say.
P.S. Everything is custom in my game the only thing borrowed is the name and the concept, all art, music, and coding is made by my friends and I. And also if nintendo was going to crack down on someone for doing somthing like this it would be Pokemon Topaz.
This may come out multiple times, if it does I'm sorry.
I am creating a pokemon game, and I have most of the overworld drawn and done. I right now have two main problems that I have not been able to deal with myself.
1) I have most of the damage equation done, with the exclution of the effectiveness of the attack. As anyone who has played pokemon can tell you effectivness of moves matters. I have not been able to figure out a way to get the system I have created to figure out the effectiveness of certain moves. Right now the moves/ move-types are saved in a text file (along with pretty much everything else involed, it was the simplest way i could think of, and it has served me well so far) and all the data is read into my damage equation. I just need a way for it to recognize effectiveness.
2) My second (and less confusing) problem is I want the player to be able to set their name in the begginging like in other pokemon games, and have his/ her name in the text. So far I hve not been able to figure it out.
Any ideas as to how to accomplish these?
PS I know my first problem is long and not very well explained, so I can try and clarrify later if needed.
#1) For this you want to make it so when an event occurs (such as a helath bar equaling zero or getting hit by and object) where you die, you want to right click under your character in the events editor. then switch animation and then select the animation for dying.
#2) (this also goes with #1) then after the player has died, go under it in the events editor and right click and select destroy. then go under the create object one (its a white cube with a star kind of thing) and do create obect select the player and then choose the position you want it in.
#3) Im not great at doing sounds (i just dont do them often enough to remember all the steps).
I hope this helps. If it doesn't me or somone else can explain it better.
i just realized somone else answereed already so sorry for the double answer.
I've hadd MMF2 for a while and never had this problem until today. I opened it up and started to work on my project and realized when ever I put my cursor on the work area it would turn into a hand (kind of like the one in Adobe reader to drag the document around). And it was acting in the same way a in Adobe. So as of now I cannot click on any objects to move them and I cannot click and drag events. This is happening across the board on all my games. Any ideas?
Also on another note when MMF 2 is working again I am working on a smash bros. melee kind of game and I wanted a Link's (or zelda's im not sure what it is called I do not remember) Castle kind of level where it is big but the camera zomms in and out so the screen has all of the players in it but it zooms in as much as possible so the players are not little specs on a screen. Im not sure if this is possible in MMF 2 but I was just wondering.
I tried to update my fusion but when it asked me to put in disk one and set the directory i put it in and it gave me this message "This program cannot update the installed verions of Multi Media Fusion 2 becasue of the following reason: c:\programfiles\Multimediafusion2\data\runtime\capture.mfx:unknown version" any ideas why?
How do I use Moogame (is there like a tutorial or somthing on it)? Also I want the player to have a choice between LAN and online playing (so does moogame do that or do I need both?).
And what if it is a LAN connection? ALso how can i disable buttons just for player 1 not player 2? and what do you mean ips (I have never used mooclick).
Im making a game that is like Super Smash Bros. Melee (in the way the battles work), and I was wondering how I could make my game so that my friend and I can play each other (either on the same network or over the internet). Is there any way for me to do this.
First off, yes that was what I was going for, I should have been more descriptive. Thanks for the tip but is there a way to get the positions in real time?
Im making a racing game. In it I would like to be able to to show the positions of the cars in the race (first, second, third, etc.). What would be the most reliable way of doing this?
Im making a racing game and I was wondering how to make it so that the car rotates seamlessly. When I rotate it it ends up wierd and mis formed is there an easyier way to do it or a way to make it not be misformed.
Scratch not being able to download it but how do I track the movement of the player and input it into the map so the map shows where the player is (so I can have it on the corner and it will show where you are and some of the area aroud you)? Or how else can I do it?