Posts by JoshHarris

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.

    Another post.

    How can I make a continuous screen. Is this possible?

    Basically I have scolling screen on (so the player is always in the middle of the screen). The person walks from the left of the screen until he reaches the right, then he wraps round the play area. This is obvious though because when he reaches the right, he walks towards the frame until he hits it then suddenly is on the left.

    I know the graphics would have to be cleverly done as well but I'm trying to make it so that it is one continuous circle. The player should never know how close they are to the edge of the screen. If this were shown in an animation, it would be on a loop.

    Is there any way to do this? (I know I haven't explained very well)

    Where can I download this from?

    It's not in the bonus packs and I can't find it on any website as andos' one is not working.

    I need the viewpoint object (If it does come ina bonus pack then it's not working on my computer)

    OK, I know this can't be that difficult but I don't know how to do it and it's bugging me.

    I'm trying to make a game with squares (not iso grids). The player has to jump from square to square by pressing the direction keys! Wowee! Anyways I can get it to move them straight to the next square by using the "X(Active)/32*32" thing.

    But I don't want them to slide. I want them to jump, so you see the player moving from square to square instead of them instantly teleporting there.

    The only idea I have is counters set to 0. When you press left the counter goes to 32. As long as the counter is more than 0 it moves the player 1 pixel and subtracts 1 from the counter.

    I know there is an easier way to do this but I don't know it. If it involves loops then please explain in baby-language how you do it as I am hopeless with loops.

    Thanks!

    I'd try a full reinstall if I was you. Sounds like the game is quite involved so MMF is getting confused.

    Is it happening at random or specific times? Is it happening to just one of the objects or to lots of them?

    I'm not sure if you can on MMF 1 but check the frame rate when running the game. See if that is excessively high when it starts to glitch up.

    Hmm, I'm not much of an expert at MMF2 but you might be better off trying to save it to something else (an ini file springs to mind).

    The only other way is to tell MMF2 to run the txt file as an external application, but I don't think that is what you are after.

    Hi.
    I need to set up some computer controlled players to bounce around on a platform.

    I have it so you drop bricks to block the people. If the brick is 1 high the man will jump onto it. If it's 2 high he will jump up, hit the second brick and fall back.

    I've tried using pinball movement which almost does what I want except when it hits the second brick then it often doesn't bounce up high enough to clear bricks 1 high.

    Is there some way of correcting this? I know I've seen similar downloads and posts but I can never find them when I want them.
    Even a link to a tutorial or download file would do.

    Thanks

    That takes too long.

    That would mean I'd need an individual piece of code for each weapon and another bit to check if you have the next weapon.

    That's like 20 pieces of code if you have 5 weapons. He's planning on having about 8 or 9 which is about 72 different conditions.

    Isn't there some way of having it so it'll check it and pick the next available one in a few lines of code? Or am I in over my head to be trying to do this?

    The other way to do it is to make it save the value in an ini file before the frame closes and load the data from ini when the fram restarts.

    (Depends on whether you want the counter to stay the same when you restart the game, or just when you restart the level.)

    I know how much you all love helping out with problems so I've another question for you.

    My brother is making a game where you walk around picking up weapons which you can use in the game. If you press "1" then it selects weapon 1, pressing "2" selects weapon 2 and so on.

    Well he wants to create it so if you press a button (eg "+") then it will cycle through the weapons and pick the next one. This would be easy(ish) if you started the game with all the weapons but as you pick them up along the way then you might not have them all.

    So you have weapons 1, 3 and 4. "1" is currently selected. When you press "+" it should check and realise you don't have "2" so it should set the weapon to "3". How can we do this?

    With my limited knowledge I can create it but it requires massive amounts of code. Is there a way it can be done using loops or something like that requiring only a few lines of code, and if so how would I do it?

    Thanks!

    Hi all

    In my game I have 2 trees which are the same. They are both active. I want them to have health. In Aoe, RoN etc each tree has 50 health. when the health reaches 0 then the tree falls over.

    I've set up my man to move and keep hotspots in front of him. I've set up the trees to fall when the alterable value reaches 0.(Start of level it is 50). Every second while the guy is overlapping the tree it subtracts 1 from the tree's AV.

    This all works fine until I put another (identical) tree in the game. Then when the AV reaches 0, both trees fall down. I can make it so only the overlapping tree falls down but (as it gives the other tree the same AV) then when I overlap the second tree it falls down immediately.

    So is there any way of setting it up (without making each tree different) that each tree has it's own health? This way if I chop 50 off tree A then tree B still has 50 health?

    (Hope that makes sense)

    Before we start let me say that I know you can still download tgf.

    I think Clickteam could get a lot more users if they reinstated tgf1 as an introductory program.

    Hear me out: The first program I used was TGF1. I found it really easy to use and as a result I was hooked. Once I was used to TGF I went on to MMF and then onto MMF2.

    When I switched to MMF1 I found it confusing but due to the fact I had already been on TGF I knew how a lot of it worked. However, even with the tutorial I still struggled to get used to it.

    I know MMF2 and TGF2 are good but they are designed for those that know how to use them (IMO).

    All I'm saying is that Clickteam should distribute TGF to various websites to increase the number of users. To be honest if the first program I had tried to use was TGF2 then I would have given up and would never have bought MMF2. But because TGF was so basic then it was really easy to pick up.

    My 5 year old brother can use TGF but he hasn't got a clue when it comes to MMF.

    Basically, Clickteam should release TGF as a very basic program to get people hooked. Once they are hooked then they will find it easy to use TGF2 or MMF2. MMF2 and TGF2 are very confusing if you haven't used a previous program before

    Anybody agree with me (regardless of whether Clickteam would actually do it, do you think it's a good idea?)