Posts by ToffeeandPebbles

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.

    I was going to try making a game that has a movement style similar to the worms games. Basically, you can move your people and after they've moved a certain amount they will stop and can use a weapon (it will obviously be more simplified than the worms games) but I don't know what sort of movement I should use for the weapons. Should I make them seperate to the player (just ALWAYS positioning them next to the active player), allow the user to adjust values and input them into a physics extension? If so, is there an example of this.

    Also, what movement would be useful to enemy AI?

    Has anyone built a game like this that shows the sort of things I should look into?

    I know you can pause using the standard method but is it possible to create an ingame pause screen (rather than a popup) that has buttons or another menu interface but still pause the game?

    IE. All player movements ignored but I also need to stop enemy movement and let them resume as if they'd never stopped.

    I've created a snow effect that works almost perfectly. I create the snow on a seperate layer which has an x and y coefficient of 0. I thought this would mean that the snow would be visible anywhere in the level without using complicated expressions to calculate the relation of the snow to the player as the time delay makes the effect look strange. But for some reason the snow is only visible in the area where the snow is being created even though it is definitely being created in the 'non scrolling' layer. Am I missing something obvious here? Can anyone help?

    Thanks! :)

    Is it possible to make an object behave as if it was on a conveyor belt. ie. always moving forwards but able to jump. Also, the object should still move forward when jumping and either not be able to move backwards or move backwards at the slower speed than forward. To be honest, all i need though, is to for the object to always move forward and have the ability to jump forward as well.

    Thanks :D

    This is probably a really basic question and I used to have a game that I built with double jump on my old computer but I can't remember how to do it. Someone suggested creating an object specifically that jumps on pressing the jump button a second time then deleting it and replacing it with the normal object when it hits background; however, I'm sure there was an easier, smoother way. Can anyone tell me how to do this?

    Thanks! :D

    I've noticed if I use more objects with the flame object(s) that frame rate is majorly affected and cpu processing power needed to run the game increases. I am doing a lava level where there are fire balls rising which the player must avoid. Is it possible to reduce the ammount of cpu needed in some way by using the object differently or an alternative for making a fireball effect?

    Thanks! :D

    I know this will obviously take allot of skill but has anyone achieved to make an Enemy AI using MMF2 or TGF2? I know the extent of the AI will be limited but I was just interested to know if anyone had achieved this.

    I am making a game where your character can fly. I do this by setting gravity to -18 and when the player lets go of the fly button gravity reverts to +18. However when the character is falling and presses the fly button the "flying animation" shows but the gravity has no effect on the character. Any ideas how to solve this?

    Please login to see this media element.

    At 1:26 you will see when sonic is hit by the enemy he looses all his rings, and then picks up some of them.

    I made it so that when he is hit 20 rings fly off (player shoots rings 20 times) (and ring counter is reset to zero) but I cannot make it so that some hit the ground and remain for a few seconds whilst the player is able to pick them up.
    Instead they simply fly straight off the screen. I have tried to setit so that when they touch the backdrop they stop but it looks terrible because they are not suspended in the air.

    Any ideas?

    Thanks! ;)

    EDIT: Also, would it be possible to make it so that if he only has one ring, only one ring shoots off? But it's not essential.