Posts by Jaffob

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.

    These are pretty convoluted solutions. Firstly, if you need to take a screenshot, don't use the Screen Capture object; in this case you only need to take the screenshot through Windows.

    I haven't tested this, but the easiest way would probably be to scale down the object, right-click, do Create -> Active Object, and scale the new object back up. If that doesn't work, try a combination of copy/paste operations, or use an external image editor if need be.

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    I would use a single active object for the beam. You can use fastloops to calculate where the beam should hit and stop. Here's an example I made awhile ago, hopefully it will help.

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    I am working on a set of system extensions that has this capability. Unfortunately, it will still be some time before the collection is in a releasable state.

    For now, you could try using the File-Folder Object to loop through sub-directories and copy every file individually.

    amaire, I would not recommend hiring an artist for your game until you are a lot more comfortable in MMF. Start by making a lot of your own games using MMF's included graphics. Once you are more comfortable developing your own game mechanics and have a good sense of how to make a game feel polished, then I would hire someone so you could put out a really good product.

    Well what you would do is move all the conditions you want to disable to the bottom of the event's conditions. Or you could use a 2nd OR statement.

    Do you know the difference between a condition and an event? An event is a complete bundle of actions and conditions, represented by a row in the Event Editor. Each event has one or more conditions, such as "Start of Frame", or "Number of Actives > 5".

    I'm not entirely sure what you mean. Are you saying the Counter is never set to 0 once all the objects have 1+ for an alterable value? That's simply because your "Set Counter" action requires that a member of Group.Enemies has an alterable value of 0. As soon as none of them have an alterable value of 0, the condition will be false, and the action won't run.

    Use the "Find String Exact" expression of the List Object. This will look through the whole list and give you the number of the first line that matches the search term. If it doesn't find anything, it will give you -1. Example:

    FindStringExact( "List", Edittext$( "Edit Box" ), -1) > -1

    This condition will be true if the text in the Edit Box matches one of the List's lines.

    Hydra's advice works great for events. If you mean individual conditions within an event, then no, you cannot make MMF ignore a particular condition. However, you could use an OR expression, followed by "Never", followed by the conditions you want to disable. For example, suppose you have these conditions in an event:

    - Start of Frame
    - Global Value A = 10
    - Number of Actives > 5

    Now suppose you want to disable the bottom two conditions, but not delete them. Do this:

    - Start of Frame
    ---OR---
    - Never
    - Global Value A = 10
    - Number of Actives > 5

    Now, the event will always run right as the frame starts, without being limited by the other two conditions.

    Don't use groups of events if you want true function-like behavior. Because MMF2 runs events from top to bottom, the code of your "function" won't actually run until all the events between the calling event and the group of events runs. You need to use a fastloop with "number of times" set to 1 to truly replicate a function (of course, if you can use a function extension, do that).

    As for If and Else, the If/Else Nest Object is a good choice (unless you need compatibility). Other than that, conditions basically operate as Ifs, and you can negate conditions if you need Else. The only time this really becomes frustrating is when you have a long string of conditions, and you need to negate each one for an effective Else.

    It's not really a question of "allow"; being installed onto the target device is what MMF2-designed apps originally did. Flash and HTML5 remain the only true exceptions, because they are required to run online in a browser.

    Could MMF2's auto-backup feature be on a per-application basis, rather than a setting for all of MMF?

    The feature is very useful for long-term projects; for example, I may want to keep 5 or 10 backup files so I can track down a bug through previous revisions. It has helped me solve problems many times in the past, and acted as a fail-safe when my changes have failed completely.

    However, in small test applications, it is not necessary, and can even get quite annoying because my development folder becomes cluttered. I suggest the auto-backup feature be a property of the application rather than an MMF2 option. This way, users could keep many backups for their important projects while preventing cluttering for small test apps. :)

    Hey Simon,

    These are extensions that I used to create EV. Archive.mfx is not a very stable extension, so I'll probably remove it in the next version. The Internal List Object is known to fail to load in built (I think) applications. You're the first person to report this happening with EV, so it must be pretty rare, but I'll direct LB to this post.

    I'm not sure how to fix this, but hopefully removing the Archive object and updating Internal List Object will help. I'll try to throw together an updated version of ExtensionView (2.2 rather than a full update to 3.0). That will fix this and a few other small issues I've seen.