Keeping an eye on this one. Looks great!
Posts by Caesar
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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Try OBS Studio (Open Broadcaster Software.) It's Free and quite easy to use. You can use it for capturing and live streaming.
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It looked cool. But I just can't think why anyone, with any business sense, would want to frighten any potential new customers. As with droberson, I thought the site had been hacked.
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You could use a small sensor that positions itself in the direction you are heading. So, for example, if move right is pressed, position the sensor +15 pixies to the right of your player. If the sensor does not detect any obstacles, move right by 15 pixies
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I'm fairly competent at drawing pixel art, and I've always enjoyed using the editor because of its simplicity. That said, the editor is such a dinosaur. I was using long forgotten editors, some with better features, back in the Amiga days. And I made own graphic editors with some better features on Amstrad cpc 464. I don't enjoy knocking Clickteam, I love their software, but the graphic editor has barely changed since the Games Factory.
Just two extra features would do me:
Tile editor - so you can easily make seamless tiles.
Layering - so you can make some changes to graphics without destroying or having to make multiple copies of the original.But why stop there?
Preset palettes - atmospheric palette selection for themed levels like forest, desert, snow.
Palette generator - so you can grab palettes from inspirational images.I'm only asking very basic features here, but there's is just so much room for improvement.
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Run Fusion and click Check for Update. It'll install the latest 292 version. Then install the DLC version.
And WOW! So far it's brill. It loads really quick. And just tried a multi-layered platform game I'm working on using DirectX 11 and it seems so smooth and fluid. Loving it so far.
Thanks Clickteam. It's worth every penny
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Hope they didn't mean April 1st, next year
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Made this a long time ago using Platform Movement Object.
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If you want to make something along the lines of Nemesis or R-type, and you don't particularly want to use timers for spawning enemies, you can make a really long level map and place static actives that represent your different enemies throughout. Depending on your attack pattern, when those actives approach the right or left of your screen, create the enemy at the actives position and destroy the active.
For scrolling, you can use a counter and set the screen co-ordinates at the counter's value. Alternatively, you can use an invisible active that constantly moves right. Simple set the screen position at the invisible active's co-ordinates.
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Not looked at your file, but try the PMO object and do the following:
Object is standing on ground
Upon pressing "z"
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Hi, test this in a new frame:
Create 3 actives. Rename them as follows:
Player
Enemy_active
Bullet_activeOn the player active, just to test, use 8 direction movement
On the enemy_active, rename alterable_value A to: shoot_timer. Set its value to 10.Do this:
Always
- Start loop for each one of "enemy_active", loop name "enemy_fire"On each one of "enemy_active", loop name "enemy_fire"
+ abs(x("player")-x("enemy_active"))<=200
+ abs(y("player")-y("enemy_active"))<=32
- enemy_active: set flag 0 onEnemy_active: flag 0 is on
- Enemy_active: Sub 1 from shoot_timerShoot_timer of "enemy_active" = 0
- Enemy_active: Launch "bullet_active" at speed 100 toward (0,0) from "player"
- Enemy_active: Set shoot_timer to 10
- Enemy_active: Set flag 0 to offTo do the "abs(x("player")-x("enemy_active"))<=200" thing, select the "Special" tab/icon and click: Compare two general values. To suit your needs, you can play around with the 200 or 32 values, as well as the shoot_timer value.
Hope the above helps.
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Made this moving platform example ages ago. Can't remember how it works, but it may help.
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That would not make it a 50/50 chance but rather 33/66 wich is not acceptable, thanks for answering though
RRandom( - 1, 0 ) would be a 50/50 chance. The result would give either -1 or 0. If it was RRandom( - 1, 1 ), then yes. It would be a 1 in 3 chance: -1,0,1.
Windlakes solution is definitely better for what you need though.
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If there is, I don't know it. Although I'd guess a work-around would be to re-position your actives to the bottom area of the map when the actives get close to the top.
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Fixed it for you. File here : Please login to see this attachment.
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Try changing Properties:
Size: 160 x 160
Virtual Width: -1
Virtual Height: -1And adjust the quick backdrop size to 160 x 160. Make sure the horiz and vert wrap are ticked on both layers.
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Love this. Especially the non-overlapping enemy movement. Will probably replace my old-enemy movement in a Gauntlet game I was making with that.
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An easy way might be to have an invisible active move across the top of the screen. You could then have that active shoot another invisible active, at random intervals, downwards. When that active collides with the background, create the enemy.