Posts by ShinigamiKiba

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.

    Gaming is very different nowadays and a system like this could never sell millions, but there is noting wrong to give us, if possible, playdate support. I don't see why it wouldn't be ok.

    Maybe it's not possible, I can understand that, but to say it's not ok I don't think there's anything wrong with having support for the system.

    Heck I'd LOVE to see PICO-8 support too but I know that has an even lesser chance of happening.

    I recently got a Playdate and the system is absolutely incredible, but making games for it requires extensive LUA or C Knowledge. It's an open platform for everyone to make games on,

    I feel the Fusion visual programming language would be absolutely perfect for making pick up and play Play Date games. I can already imagine how to code everything I want for one of these games with Fusion, sadly we don't have support for exporting to the PlayDate format.

    Thanks, installing it manually worked, I assumed it wasn't compatible with 2.5+ hence why it wouldn't let me install it using the manager, but it works fine.


    Sadly it appears the version of the game I have on hand now is not the one I recorded in the videos, the music files aren't there and other updates haven't been made, which is fine, I just have to dig it out of my old PC which isn't here atm.

    But there's one more extension Fusion is asking for and that's the shaders extension

    I remember installing it manually but I don't remember the name, site or anything

    here's all the stuff it requested regarding that extension if it runs any bells let me know what it was guys

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    From what you are saying it seems I'll have to change the way I do bullets from the ground up and not use the default shooting feature in clickteam but instead use a create feature and have my bullets be created objects with a certain movement type (maybe subpixel movement like I do for the pace ship controls) or something which I'd have control over and can pause.

    That way I THINK I should be able to pause them alongside other things.

    Thanks, I was at a loss as to finding tutorials, everything on youtube is for beginnes and doesn't quite cover the things I need.

    Of course I use groups and variables, all that stuff but following a youtube guide on pausing my game didn't result in the proper pause function I needed, it was regarded as a high quality tutorials but others had posted the same issues I had with the tutorial in the comments and they were, as always, left unanswered.

    It won't do much good or help but I happened to have a video of what my "code" looked like for this game, I can't access the game now so I can't take screenshots but I did find this

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    I'm very organized when it comes to this stuff, I think but pausing by disabling groups and changing values definitely did not work out well.


    On the dialogue front, I used strings, I'd had a "script" ini file where the game used to get the dialogue from but the tutorial, a written one from here actually skipped over many things IIRC that I couldn't get the whole "pause everything else except the dialogue" thing to work properly.

    I'd definitely have to look into paid tutorials if they're not over my budget and if they guarantee to teach these things without skipping over content and by actually EXPLAINING things, I don't do well by just looking at someone work, I need things clearly explained :)

    Sorry if this is the wrong forum to post this on, I'm 40 years old and the new, modern overly restrictive internet has not been kind to me, everywhere I post I get banned or deleted, I try but that's the best I can do, gone is the freedom of communication we once had,w e have to read entire novels worth of rules now and still get modded.

    I'm a professional illustrator and I've said it many times over the years that I would not get into game development, but I've been tinkering with Game's Factory since 6th grade.

    In 2019 I worked on a game for, at the time, my masters but decided a masters was a waste of time, money and energy so I never got it and continued with my career illustrating books and enjoying every second of it, I don't regret it one bit.

    Still the "game" I made for my masters has been in the back of my mind all these years, could something come out of this.

    I have a fully developed story, world, locations, characters, everything. I'm no stranger to writing and I've illustrated tons of books over the past 15+ years.

    Since this was for a Masters Project we weren't allowed to post it publically but because I chose never to get my masters for various reasons I think I can share this with you all now.
    I used to post about it a lot on a private gaming forum where i'd get good feedback, a guy from there even composed the music for me for free :), good times.

    This isn't something I'd ever release as a full game in a state like this, it needs a hell of a lot more work for it to be a proper game, but it met all requirements for my masters and that was to show how I'd implement my art in video games. They weren't concerned with the technical or mechanical aspects of the game, gameplay design or any of that. What mattered was the visuals and atmosphere.

    So what I did was make 6 levels, 3 run and gun levels and three shmup levels.
    The game is largerly inspired by the Turrican series which I talked a lot about in the theoretical part of what would have been my masters.

    Everything from sprites to backgrounds, textures, tiles has been hand crafted by me.

    ------------------
    I will explain the mechanics briefly
    there are two types of enmies, physical and "imaginary" ones, the imaginary ones are concepts that the game's world generates (AI but it's a real world) that haven't manifested in physical form yet but they can harm the player. For the physical enemies the player uses normal weapons, for the world's thoughts as I called them he uses a Disruptor weapon. If you attempt to use both at the same time the gun jams up.

    ---------

    This was developed with Clickteam Fusion 2.5 WITHOUT Plus, I just got Plus today on the Steam Sale

    Here's what I don't remember:

    - I used the ClickTeam Store to get extensions for this, I can't remember which extensions I used, what I do remember is

    1. I got a platforming movement extension, very robus and well made

    2. Fullscreen extension of some kind

    3. Some kind of shader collection that allowed for very lovely blending options similar to blending modes in photoshop


    I've long forgotten how I did moving platforms and what not

    Shmup levels:

    Vertical:
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    Horizontal:
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    Horizontal:
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    Action/Platformer levels
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    You won't get anything from the story from this, just a dialogue box text, but just making this alone was hell, I couldn't get the whole "walking around town and talking to NPCs" thing to function properly

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    -------------------

    I understand all this is very very low quality in terms of gameplay design, I know where improvements are needed and there would be a ton of work needed for this to be made into a real game.

    But I feel I could do something with it if I could ever learn the following:

    Due to the lack of comprehensive(for me) tutorials I never learned the following:

    - How to properly pause a game, make bullets and stuff stand still then resume without using the default pause function

    - How to develop a proper dialog box system where you approach an NPCs, everything pauses but the dialogue, I did something like this and it was a pain I had to write the text in a .txt file, then have Fusion extract from there and so forth, it was overly complicated

    - How to do a proper save and load game

    - How to open menus and UI window (like in JRPGs) without them being objects overlaying the whole thing that become visible/get created when the user calls up the menu.

    Every time I'd look for tutorials on these things they would cover the basics and nothing more, leaving a lot out, skipping over important things or just not quite covering what I need them to so I gave up on game development.


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    EDIT:

    When I tried opening the latest build of the game from August 2019 (havent touched it since) Fusion said:

    Ultimate Fullscreen (ultimatefullscreen.mfx)
    Advanced Direction Object (AdvDir.mfx)
    Platform Movement object (Platform.mfx)

    But when I clicked extension manager it couldn't find th server, so that's down


    also it said nothing about the Shader extension I had installed

    I didn't have time to do this due to work but when I was done with work I went back to it and it was smooth sailing from the initial hicup with the line breaker

    I was able to complete the tutorial no problem and fit the text in functional JRPG Style dialog boxes, I already knew how to do dialog boxes which while not covered in the tutorial itself is a no brainer really, at least the way I do it.

    There is a problem however, if the text is too long and I do need some text to be longer there's a weird word wrapping glitch hapening at the end of each line, I made some dialog boxes with gibberish text to illustrate this, look at all 3 boxes and you'll notice how the words appear, then wrap in the next line and then start typing out properly or something like that

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    Is there a simple way to fix this?

    It seems I can't edit the post anymore so I'll just have to reply to it!

    Turns out the error I was getting was because there was a line break in the code which I couldn't and still can't see, I removed that and now the expression doesn't report a syntax error even when you don't correct "number of item" to "number of items"

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    so guys, I'm exhausted for the night, this took hours to figure out lol
    hopefully I can follow the rest of the tutorial from this point on tomorrow and learn something

    *searching the internet is of no use

    I recoeded a video of this PLEASE take a look and help
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    The video first shows that everything up until the problematic point works as it should, then I show what happens when I keep following the guide

    I'm using Clickteam Fusion 2.5

    I started following the guide "Dialog Tutorial Written by: Adam Gledhil" and quickly hit a wall when I got to "Part 5. Random speech with more than 1 character."

    The problem is the expressions the guide says I should be using result in a Syntax Error after the point where the guide shows you how to make the app pick between 4 and 5 lines depending on which character speaks.

    Basically form this point in the guide, nothing works

    [Quote]
    delete this part of the expression:
    Str$(Random(4)+1)

    click the "retrieve data from object" button. Right click the ini object icon, and select "get string
    (group -item)".

    The expression should now look like this:
    GroupItemString$( "Ini", selected group( "local values" ), "say "+GroupItemString$( "Ini", >Group
    name<, >Item name<))


    Delete ">Group name<" and type in "selected group( "local values" )".
    Delete ">Item name<" and type in "number of items" exactly as you wrote it in the ini file, don't
    forget the quotation marks because its a string

    The expression should now look like this:
    GroupItemString$( "Ini", selected group( "local values" ), "say "+GroupItemString$( "Ini", selected
    group( "local values" ), "number of item"))[Quote]

    ^ RESULTS IN SYNTAX ERROR
    I noticed the expression he wrote says "number of item" not "items" so I thought that was it but NO! I fixed that and still Syntax error

    I recoeded a video of this PLEASE take a look and help
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    ^ all of the above results in Syntax Errors, everything worked fine until then

    again

    The final expression should be:

    ----------------------
    GroupItemString$( "Ini", selected group( "local values" ), "say "+Str$(Random(Val(GroupItemString$
    ( "Ini", selected group( "local values" ), "number of items")))+1))

    ----------------------
    but that results in a syntax error for me
    everything in the ini is named correctly

    This forum is confusing to me, no quote and code and bold buttons no nothing, anyway, here's my ini, it is set up the way the tutorial says it should be
    ------------------------------------------------------------------
    [Adam]
    say 1 = Adam: Hello, I'm Adam.
    say 2 = Adam: Sentence 2
    say 3 = Adam: Sentence 3
    say 4 = Adam: Sentence 4
    number of items = 4
    [Katie]
    say 1 = Katie: Hi, i'm Katie!
    say 2 = Katie: cows go moo!
    say 3 = Katie: horses go naa!
    say 4 = Katie: sheep go baa!
    say 5 = Katie: Have a nice day.
    number of items = 5

    EDIT: I'm at my wits end and I have to do this as part of my masters project for college, nobody can or knows how to help me
    it's important i do this asap
    I'm no programmer, I'm an artist i shouldn't evne be doing this

    Oh I never posted the finished trailer for my mock up C64 inspired game :)
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    I never had that problem again, here's the whole thing, I applied a custom made CRT Filter on top, here's an older non CRT Filtered version too:
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    EDIT: The scrolling issue never popped up again, dunno what it was but it was some kind of a bug alright.
    I utlized all my Click & Create/GamesFactory knowledge for this, glad I still remembered how to do some stuff, didn't make my own platforming engine like I used to tho because the default platforming movement was enough for the trailer itself.

    Hey, I'm not sure if I'm posting in the right forum or not. Sorry if I'm posting in the wrong one but this seemed like the best place to ask.

    I'm an illustrator by trade and have zero interest in technical things such as developing games I'm telling you this so y'all don't start usin all sorts of technical terms on me I won't understand. Tho back when I was younger and had more time I did fiddle around with TGF and CnC. At 33 I don't have the time to learn to program games nor do I have the interest or willpower, especially not when I absolutely love every second of being an illustrator for children's books. :) So imma need you to keep the answer simple if possible.

    However, as a grad school student at a design and multimedia college, as luck would have it I had to make a mock up of a game as part of a bigger project for an exam.
    Instead of going the traditional route of making an animation in AE or something I figured I'd apply my CnC knowledge as weak as it may be to this project and create an actual mock up, seemed simpler than going at it in After Effects or some such.

    Everything was going smoothly until I realized I can't scroll both vertically and horizontally properly with my playable character.

    Since I have a hard time articulating the issue in words, I made a video:
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    1. I have the Always setting to center Scrolling at x0 and y0 on the character.
    2. I don't have the character Destroying itself if its too far from the playfield - I purposely showed you how I disable that in the video
    3. I've done big levels like this in TGF and CnC many times, never ran into this problem before, could it have something to do with the Ultimate Fullscreen extension?
    4. The level vertically is twice the window's vertical size
    5. horizontal scrolling works, vertical scrolling works only for a bit then stops working
    6. I want the be able to go vertically upward with the character, so I need to move the entire thing to the lower portion of the frame, except scrolling messes up when I do that as you can see.
    7. yes I will change the movement to Platform movement, I'm merely testing the scrolling atm

    NORMALLY in the past I'd have an invisible object as the playable character and what not, I only need this to look like a game not properly function like one so i won't bother with any of that stuff...I can't even remember how I'd do it but I'd make my own platforming engines and what not lol

    Guys I need this solved as soon as possible since I absolutely have to finish this in a couple days, I have massive deadlines approaching at work and juggling college and work ain't easy, especially when both involve constantly being glued to a screen and doing similar things. So I don't have the time or will to figure out frustrating lil issues like this, I need this to work so I can move on and finish this project and get back to working on my books for work.

    Yes I do have a gaming channel, I love playing video games more than anything, but I don't like making them, I did at a time then understood that my interests only go so far as creating the art.

    EDIT: If it matters I own the Steam version of Clickteam Fusion 2.5.

    EDIT 2: Somehow the problem fixed itself, I don't know how but after I changed the character's movement to platform and added some platforms it now works as it was intended.

    Wait, i got some VERY early concept art, keep in mind i'm only using a mouse for drawing this stuff so until I get a good tablet and a good monitor i can see on(I'm legally blind lolz...and I love drawing, go figure) this kinda concept art will have to do.

    Dr. Thomas:
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    This one was drawn on the DS so that's why it's all weird like that
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    The old dude:
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    ONE of the many monsters you encounter during the game:
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    Now guys, I want to show you something else, I LOVE designing monsters, I pretty much never run out of ideas, been doing this my entire life so check this out
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    Concept art of sorts for this one
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    please, take a look at my youtube you'll see what I mean :)
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    I got over 100 on there.

    I posted those to show you that I'm VERY serious about this game even though those particular monsters won't be in the game...tho i might use some we'll see