Awesome, this did it. Simple but exactly what I needed. Thanks man.
Posts by Bogeyman
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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Yes
I want a frame with a visible resolution higher than the window resolution to be completely shown in the window. Not just the 640x480 as in your example. -
No, you`re not. I think the whole idea is kinda dingy.
I think I´m looking for some zoom out effect or something. -
Ok, i`ll try to explain what I mean.
My game frame has a size of e. g. 1280x960 (visible not virtual). Now when I start the application I see a window with a resolution of 1280x960. But I would like the windows resolution to be lower than that but still display the whole visible frame. That way I`m trying to achieve a more "liquid" scrolling. Does it sound stupid? :o -
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Hi everybody
Is there a way to set the game window resolution lower than the actual frame resolution but still display the whole frame. I`m trying to get some sort of "smooth" scrolling out of it where the pixels kinda flow while scrolling an don`t "jump".
Hope everybody knows what I mean?! X)Take care
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Hi schrodinger
thanks alot man but it´s not quiet what I´m looking for.
What I´m trying to do is some kind of blur effect. I don´t really like the background blur shader, that´s why I have one layer with a background image and another layer underneath with the same image, except it´s blurred. Now I would like to add some kinda square on top of the original (unblurred) background image but set it so, that the layer underneath of it will be transparent so you can see the next layer with the blurred image.Does it make sense to you?
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Hi everybody
I would like to have a Background behind a foreground image and a circle, which is attached to the mouse. Now when the circle goes over the foreground i would like this part to be "see through" so you can see the background image.
Hope I explained it well.
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Wouldn't it be easier if you just reset your Counter? e. g. if event occurs add1 to counter. If counter reaches 10; Play sound; set counter to 0.
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That did it. Thanks man!
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Buttons ain't working either.
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Hi everybody
I created a little html5-file to play around a little bit. So I created a background object with an image and an edit box to enter data.
When I "build & run" my application it only shows the background but no edit box.Anybody know why?
Thanks alot!
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I usually use a hidden object for camera. Set camera object to x of Player & set center of screen to camera object. That way you won`t affect the y-movement of the Player.
Is that what you`re looking for? -
I'll take a look at your code later or somebady else will.
The frame preferences can be set in the main editor (where you actually set frame size, virtual size and so on).
True, alterable values will be reset when a frame ends/starts. So if your level needs more than one frame I suggest using global values.
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You can name the alterable values under preferences of the frame.
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Alterable values would probably do it. Global values are good to store values over several frames. Alterable values reset after each frame.
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My suggestion would be a camera object (a seperate active which is invisible and follows the player). You can restrict its movement though and make the screen follow the camera object.
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Wouldn't it sound more logical to you that way? Talking about a 2D Platform Game.
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Its better that way concerning collision and stuff.
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Thats how to do it.