yeah my concern with capturing to bmp is how processor intensive or memory intensive it is.... unless i can figure out how to make it do some sort of compression in the memory as it records
Posts by Ryan
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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Anyone know how I can go about recording screen capture in a such a way that is not too processor intensive? any entensions that would help me achieve this?
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Thanks guys, I will look into it!
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Any idea of any extensions that might beable to convert text to voice? it doesn't need to sound fluid, just basic conversion.
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Hi,
With Mind Twister coming up to it's 9th anniversary since release I've decided to make the full version free-to-play. I'm still quite proud of this hidden gem of a puzzle game, featuring 125 unique puzzles, time trials, survivor mode, puzzle editor and online scoreboards.Pick it up here:
Please login to see this link. -
I actually find this to be disappointing news, I guess. This adds to fragmentization of the engine and strains resources which - in my humble opinion of a forum-posting nobody - should be used to perfect and update the current primary software and the exporters most used by its users (Windows and mobile runtimes, I believe). A small subset of us will now be able to export games to a closed, restricted, uneasy-to-get-in, certification-requiring platform, while features requested for years in the base software seem to be lower priority. But that's just me, I guess.
My understanding is exporters is where most of their revenue come from, because they're essentially expansion packs on an already large user base. There's not a lot of monetisation in their business model so exporters clearly need focus to keep the funding rolling in.
That said, I'm disappointed in how the iPhone exporter just got kind of abandoned, my very simple games would never run indentical in iphone and PC, and getting it to export was a hit or miss (partly due to Mac's constantly updating iOS releases that moved much faster than my development time). I felt short-changed on that purchase.
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looks great! I will try this soon.
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Looking good. Love the art style and I see a fair bit of potential in this one.
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This looks really good. I'm happy to see a retro game with a bit of playful flair.
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Infinite is not possible because you'll run out of memory to story the infinite world. Unless you're going to randomly generate sections that when you return to they are 're-randomly generated', but that is not really an infinite world but a random world. However you can make 'very big' worlds, given that computers have a rather large memory bank.
The problem you're asking is also a generally philosophical one, can we simulate our own universe inside our universe? Even if we use an atom-per-atom system to store the position every atom in our universe, we would need to construct a universe the size of our own to store our simulation.
So if you're looking to create an infinite model inside the finite space of our universe, you're not going to have enough binary 'on-off' switches to do so, noting that a binary 'on-off' switch takes up more than 1 atom. If you were to acquire enough binary switches, you would be constructing another universe infinitely larger than our own to store your 'infinite game'.
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Looking good Robeez!
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Hi willbo
Sorry to hear about your problems, hope things get better in the future!Game dev, is a tough field... it's high risk-high rewards stuff. It's also a heavily saturated marketplace, meaning there's lots of developers and not an equal proportion of buyers. It's not much different to the music industry or the film industry. Still, it's a great hobby to have, and you can make some good money out of it with enough experience (this might come in your 30s or 40s if you look at other developers like Angry Birds and Five Nights at Freddy).
I recommend seeing a careers councillor to talk about your future. The great thing about game dev is you never have to give it up, and a lot of people here are working jobs and doing dev on the side, myself included.
Teaming up with someone will help with your social skills and give you some perspective and objectivity... prepare to be criticised but that will help you establish a well grounded pespective. I hope the teaming up goes well.
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Just wishing everyone on the forum a happy holidays. Thanks for all the support and guidance from the community and Clickteam. Hope everyone has a bright and happy new year!
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x = slider
y = other counterfor the first case
y = (100-x)/100.0for the second case
y = x/200.0i can't see the relationship between the first case and the second case if there is one
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Or create groups
always - activate group agroup a
{
if CONDITION is true // if
do something
deactivate group aif another CONDITION is true // else if
do something else
deactivate group aalways //else
do something else
deactivate group a
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Active variable names do not carry over to the global editor (so you'll have Alterable Value A, B, C instead of named stuff like 'health', 'ID', 'speed')
For anything except the most simple game, this makes coding in the global editor a pain and will introduce a lot of inefficiencies into your project.
The 'make your own level editor' method is still recommended, and using a single frame for similar types of gameplay. I believe someone has a level editor widget floating around that's really handy.
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Hi guys,
I just wrote a Please login to see this link. about developing a fully scaling interface in Fusion to cater for resolutions up to 4k.Have a read Please login to see this link..
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Quote
Does 'greater than or equal to' (>=) not work?
Unfortunately val(string) returns 0 for an alpha character, so >= would identify 'A' as being equal to 0 and '0' as being equal to zero, therefore concluding all strings are a number, just equal to 0.
I ended up using my method, but thanks for the info Popcorn, I didn't know Edit Object could do that.