Posts by Hernan

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 guys. I wanted to share my game I made for a contest by Gamejolt and a bit of wisdom :D

    I made this game in 10 days with the theme "fear". I managed to land 2nd place in the contest ;)
    You can download the game here: Please login to see this link.

    Please login to see this picture.

    For this game I tried using a new "technique" in MMF. I wrote some details on my Please login to see this link. (see the Do's and don'ts in MMF part)
    but if you don't feel like reading through it, I will give you the basic gist of it.

    Many MMF users know how it's awkward to code your game over several frames and then need to copy-paste code between frames. The basic technique to get around this is to code everything inside 1 frame and use a custom level editor. However, in my opinion, this is not the way MMF is supposed to be used and I wanted to try a new technique that involves global objects and coding inside its Behaviours. CT made improvements to the global object feature lately, so I figured I could give this a try.

    Conclusion: it did not work that well as sometimes global objects still get "desynced". Secondly, it's impossible to use global objects if they do not exist in the frame, which leads to copy-pasting, the thing I was trying to avoid. It's better to stick with the "custom level editor" technique (for now).

    I think I understand the problem. The problem is twofold:

    1. You cannot blit the active object's alpha channel to the surface's alpha channel, everything is blitted onto the surface's image channel while the alpha stays empty. Though I need confirmation from Looki on this, but it seems it's like this.

    Suggestion: save the character image in an external png file and load it from there instead of blitting the active object.

    2. In the widget's behaviour, the very first line:
    "Start of frame
    +Alpha Channel==1" etc.
    I blindly assumed image 0 is the editing image at start X(
    So you have to add "Set editing image to 0" in this event, or an event before this one happens.

    Sorry for bumping this. But since I'm uploading some files anyway, I'd like to update this widget while I'm at it. Why can't we just edit our first posts :(

    Anyway, the reason for me updating is that the widget used the old version of Looki's Surface object, before you could blit alpha channels. So I was using a workaround by adding an extra image in the surface object. I just couldn't sleep knowing that the widget was wasting such useful resources ;P

    Perhaps he's asking for a condition whether you're connected to a channel or not.
    Example:
    +Button("Connect") is clicked.
    +(Negate) Is connected to channel "chat"?
    ->Connect to channel "chat".

    I've asked this before, but I don't remember your response though. I had to do a workaround by looping through the connected channels and checking whether the user is connected to a certain channel or not.

    I'm colour blind. I can't distinguish green/yellow and blue/purple, I'm not sure exactly what type of colourblindness I have. There are certain games I cannot play, because some colours look to much alike for me, for example Puzzle Street Fighter. Simply impossible for me to play X(

    I actually have made a fangame of Puyo Puyo, where you have to connect colours too. Of course I adapted the color schemes so it works out best for myself. So I'm sure I could be if help ;)

    A simple widget showing how to do a pendulum movement. You can also set how much friction the pendulum has so that it slows down, or set to no friction so it swings around infinitely. Useful for creating obstacles or platforms suspended on a ceiling or something like that.

    I'm currently implementing a ninja rope movement. I'll post that too when that's finished ;)

    No extensions needed. Explanation inside.
    Enjoy!

    Quote from Fanotherpg

    The only thing which worries me is that you are trying to promote the games which are looking good and not for example those which are using good concepts.


    I can understand that though. From Clickteam's point of view they must promote their own products, not the games themselves (that'd be just a side effect). So those games must leave a good first impression for MMF2 and make viewers think "Wow, I could totally make that too, I'd like to try MMF2!".

    No, he's doing it right. The first " is for opening the string, then he follows with a quote.

    It's possible that you have to add a space before the first command line argument. So:
    Pipe Execute file: BinFileTempName$("C:\Binary\imagePatch.exe")
    Command line arguments: " ""1.2to1.1.imageDiff"" ""1.02.iso"" ""1.01.iso"""
    (<- the last string had 1 quote too many though :P)

    Quote from FlameEX

    Thanks guys, I finally got it to work. I should be good from now on, but I'm having trouble with one last thing. The exe won't follow things that I put in the command line won't follow things such as pause and exit. It only reads the filenames that I put. I'm not sure what's wrong.


    Well you just execute the exe one at a time with Console/Pipe object, so you don't need pause and exit. If you want to see the output, there should be an expression for that so you can put it in a string or whatever.

    I've done this before. Use the Pipe object (I know Jamie made an equivalent extension, but I forgot the name, sorry.)
    You may also want to use MMF's Binary Data feature, so you can include the patcher's exe file into the MMF's exe file :P