Ah! Thank you! I have standard though.
Posts by EE
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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As the title says, is there a way to search for or display conditions and/or events that uses a specific alterable value or flag? I've been using click-products since -98 but I've never stumbled upon such a feature. If there isn't, that would be a great feature to add.
/EE -
EDIT: Hmm, is there really no edit button? Anyway, solved it! I completely missed the event "On map property".. XP
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Wow! This looks really cool!
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Double-post!
In my editor I would like to display a list with all saved map properties and their corresponding values.
I feel like the "Iterate map property" event could help with this but I can't make heads or tails of it.
Anybody have an idea? -
Hey!
Nice project!
I'm not completely sure if I'm correct, but I seem to remember the timer working in the following way..
The "every [something]" event uses a modulus operation on the total play time by the [something],
meaning it divides the total elapsed time by [something](in your case 4 seconds) and returns the remainder.
Basically that makes it so that depending on the elapsed time since the start of the game the timer can start anywhere
between 0 and 3.999 seconds when the flag is set on.
I'd recommend having a specific value always subtract when the flag is on and set to 240(assuming it runs in 60fps) when
it's off. Then trigger your jumpscare when the value is = 0.
Hope that helps! -
As always; Looki this is the greatest extension ever!
And on to the question!
Those of you with a bit more time spent with the nitty-gritty of Tilemap, are the properties fast to access?
I mean, how much iteration is needed by the object if I want to access a given property?
Does it list all properties and just iterate through them until a specific key is reached or?
Anybody have any experience or info? -
It's always a joy when you haven't been active in the community for a while and pondering how to approach a certain topic - to go online and find that several people are already discussing it!
That's what I love about this community! -
I would use the Ini++ object.
Say I have a string named "Novel" with 500 paragraphs.
In the event editor start a fastloop named "Novel" number of paragraphs of "Novel" times.
On loop "Novel" - [Ini++]->Setting items->Set string->Group=Novel, Item=Str$(LoopIndex("Novel")), String=paragraph$( "Novel", LoopIndex("Novel") )
That should make a neat paragraphed list in the ini++ object which you simply save as a file.
Do that for the different string objects.
//EE -
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I think PMO has builtin feature for jumps if the button is held. Double click on the PMO object and one of the values should be for just that
Yup. That's how you do it.
//EE -
Are you using the Platform Movement Object(PMO)? If so it's easy to fix in the setup. Otherwise if you're using a built-in movement or custom movement it requires a bit more work.
//EE -
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Hello!
I was just wondering about the spriter object and potential performance issues.
Has someone used the object heavily? Like 50-100 in use at the same time(simple or complex builds)?
Obviously I'm also stress-testing it myself, but I don't have all that much time to spend in front of the computer, so I just thought I'd pop by and ask for potential knowledge on the subject.
I would like to use the spriter object instead of regular actives, and that would probably entail having between 50-100 sprites (very simple and low-res though, no scaling or rotating only animations) concurrently.
So yeah, any experience shared is appreciated!
//EE -
For values: Set alterable string to "Alterable string + newline$ + str$(altValN$(active object, loop index))"
For strings: Set alterable string to "Alterable string + newline$ + altStrN$(active object,loop index)"That works.
//EE -
I'm sorry, are you trying to read strings from a string object, active object or ini file?
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It's possible.
Set alterable string to "alterable string + newline + paragraphnr(loopindex)", that will display every paragraph of the string object on a separate line.
//EE -
Hey!
Sorry for not replying, I've been on vacation for the summer.
I hope you managed to solve your problem, otherwise just tell me!
//EE -
I looked at it and it's due to the event order, take Q and W for example, if you press both at the same time "Fire" will always be set to 2 since W comes after the Q event(remember, CF reads events from top to bottom).
You literally tell the program;
*Upon Q - Set Fire to 1 (Fire = 1)
*Upon W - Set Fire to 2 (Fire = 2)
*If Fire = 1 - Shoot Left (won't happen since Fire = 2)
*If Fire = 2 - Shoot Right (will happen instead)You can see for yourself by moving the shoot events so they are directly after the button events ie;
*Upon Q - Fire = 1
*If Fire = 1 - Shoot Left
*Upon W - Fire = 2
*If Fire = 2 - Shoot RightThen it works. But that's a messy fix, instead you could change it so that a button triggers a loop and apply the on loop condition to the shooting event.
//EE -
Just wanted to drop by and say that this extension is extremely good! I know you've been working on it for six years already but I do hope you get to release a version 1.0 somewhere down the line.
Btw, what is your view on using it in our projects?
//EE