Posts by Benicle

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.

    Like pixels? How about randomly generated weapons? What about crazy monsters trying to rip you to shreds? Welcome to (The United States of) Nightmerica.

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    Nightmerica is a game about facing the monsters inside your head, and shooting them with a whole load of bullets. Drawing on the retro spirit of arcade games and the? Explosions? Of modern titles. Face hoardes of monsters in three different arenas, using any of the infinitely randomly generated guns, sidearms or special weapons. Show your nightmares who's boss!

    Features:
    - Insane wave based battles
    - 3 drastically different arenas
    - 20+ different monsters to do battle with
    - Infinite randomly generated guns'
    - Upgrades, Sidearms and Special weapons
    - Awesome responsive (and customisable) controls
    - Full Game Centre support (leaderboards and achievements)

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    Hey Guys! My latest game is out on the App Store today.

    Unchain My Heart is a game about making chains of numbers, it’s easy to pick up but hard to put down. It will be out on the App Store February 19th.

    iTunes Link Here: Please login to see this link.

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    Website: Please login to see this link.
    Presskit: Please login to see this link.
    Voltic's Presskit: Please login to see this link.
    Twitter: @VolticGames
    Facebook: Please login to see this link.

    There is one rule to the game: numbers can be joined to other numbers one higher,
    or one lower than themselves. The longer the chain you make, the more points you get.

    There are scoring bonuses for spanning a wider range (1, 2, 3, 4, 5, 6 is worth more than 1, 1, 1, 2, 2, 2), but that’s all there is to it.

    I'll post some promo codes here when I finish sending them around to review sites etc.

    Hey,

    I've searched pretty thoroughly in the forum but I can't seem to find a definitive best answer to this. If I "sell" my game through FGL and the sponsors provide me with preloader and intro swf files (I've never actually done this yet so I don't know what they supply), what is the best way of displaying these to the sponsors satisfaction. I'm definitely not keen to recreate the animations in an mfa, that seems like an unacceptable amount of work for us to do.

    I also ponder why this isn't a feature of MMF2? I have developer version, am I just missing something? This seems like a key feature.

    Thanks.

    Hey, I've just bought the Flash exporter (long time MMF Dev user with PC and iOS exporters). I was wondering if there is a way / what the best option is for loading say a default settings INI file? I understand there seems to be no way to include files with the game in a swf? I was hoping to port one of my old games over to Flash but it runs on an external script for all the dialogue held in an INI file. This file is static, so if there was a way to load INI data from text (like INI+ does but, that isn't Flash supported it seems) that would work too.

    I was also wondering if there is any way to include external files since, I commonly use a level editor for my games so I'd like to bundle levels files within the swf.

    Actually, sorted it out. In my events adding to the counter I had Int() surrounding some floating point numbers, by converting this to Round() it solved the problem. I have no idea why, but that seems like a weird issue that you might want to look into?

    To clarify, the number had to be >1,000,000 and the expressions Abs(X-Y)*500 or Int(((Val/1.3) pow 3) * 30)) adding to the counter cause it to use exponential notation. Changing the Int to Round and adding Round to the Abs expression solved the issue.

    Andos, no I've got the default settings for a counter object on:

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    This only ever occurs on the device or the simulator, I think it has something to do with having custom images for the counter somehow? Perhaps the size of the images?

    I'm having some strange issues with the counter object on iOS. Whenever the value I'm displaying gets over 1000000 it automatically puts the number into scientific notation on the device. However, on the computer it never does. I want to avoid this as it's a bit hard to read your score when it's 1e+06. Is there a way to prevent this, and why is it inconsistent?

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    Sadly it's been a while since my last update, and there's not even that much to show since we've been doing a lot of bug fixes lately. The game is basically feature complete now, the bosses need some tweaking then we need to design the other maps.

    After that, we're probably all set for the iOS release milestone!

    So; since I can't screenshot much of what we've done lately here is a new youtube video:

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    Brand new gameplay video, development is going well. FRACTURES music has come on board to provide the soundtrack and sound effect, check out Please login to see this link..

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    Follow us on twitter @VolticGames for frequent updates. And remeber, alpha available here: Please login to see this link.

    So,

    THE ALPHA VERSION IS READY(ish)

    You can grab it from this page: Please login to see this link. which is on our temporary website. Please take care and read the information provided, it's very much alpha software.

    Here are some images from the latest build:


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    ratty: any questions in particular? I'll be glad to answer :)

    It looks lovely! Hope the story is as well done as the visuals are. In this screenshot: Please login to see this picture. there's a spelling error on awful (awefull), though.

    Have you thought about the game name? Paradigm Shift is a good title etc but it's not very unique and it's always surprising how much the name matters on iOS!

    The performance really depends on the device, I've been very careful with code so far to keep it optimised but obviously every feature you add increases the number of events to evaluate each loop. I've got 60fps on everything current gen, iPad 1 / iPhone 4 / iPod Touch 4th Gen are the weakest devices you still get good performance on, but not constant 60 fps all the time. I imagine an iPhone 3Gs would choke pretty hard.

    I'm going to have to keep optimising it as I go, but 90% of the engine is done so it shouldn't be too slow. Once you play it at 40 or 50 fps it feels normal after a few minutes anyway, as long as the frame rate doesn't fluctuate I think it will be fine.

    Also; we are aiming to get our demo out tomorrow or Saturday, so that will probably change the direction of development away from feature adding for a while.

    Hey guys, just thought I'd share some preliminary screenshots and videos etc of my second iOS release that I'm working on. We're going to be looking for testers (for a pc build) really soon, so I'm just seeing if anyone here is interested in helping out with that!

    View the full devlog on TIGsource: Please login to see this link.
    View the game on IndieDB: Please login to see this link.

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    Retro, Platform, Zombie/Other "Scary" Enemies, Arena, Suvival, Shooter for iOS/PC

    Nightmerica is a game about fighting your fears, and the monsters that live inside your head. In your boundless imagination, pretty much everything is out to get you - and it's only a matter of time until you're overwhelmed. The game is a retro styled platformer, consisting of arena based combat against hoards of varied and slightly terrifying enemies. It also features randomly generated guns, and mods to change their behaviour on the go. The full game will feature several maps and game modes (possibly) including; basic survival, defend the base, procedurally generated arenas and boss rush. The game is basically trying to capture the feeling of frantic fast paced action, combined with very satisfying combat and platforming controls.

    Features:
    - Randomly generated guns (better guns generated based on how far you get)
    - Crazy Zombies
    - A buttload of various monsters
    - Explosions
    - Retro platformer aesthetic

    Videos:
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    Builds:
    Soon...

    Sample Pics:
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    It's actually quite far along now, in terms of engine features... Way more than 1000 events by now too, haha.

    Oh wow, thanks for letting me know. Always love it when someone mentions your game, even if he found it a little - uh - perplexing. Haha.

    Just so everyone here knows: the game is now free to play with the ability to unlock all the levels later with an IAP. Along with some bug fixes / new graphics etc.