Oh, and maybe I'm blanking, but didn't the list of animations part of the picture editor used to be resizable to the right so you could read longer names?
Posts by jregork
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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Seems to be a weird bug where sometimes when I copy a graphic and paste it into a frame of another object it drops in with a random color for the background? But it's not consistent. I copied it and then pasted it onto two different objects and in one it creates a background color (black) and another it's transparent as expected
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The new wall ricochet ability.
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Gorgeous graphics! Character certainly has a look of Mighty the Armadillo from the Sonic universe.
Was that deliberate?Maybe a bit. He was inspired by Sonic and Mario, hence the red and blue. The palette for him in particular was inspired by the muted tones of Mario World.
This looks great! Please let me know when its released.
If you get a trailer I would love to put it up on the CT Facebook.Will do.
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Beautiful Color saturation
Thanks. Haha, I actually just desaturated those red&yellow pillars in the dice level a bit, too much for the bg.
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After 5 years, and the recent completion of Clash Force for PC, now it's time to get Polyroll out! Originally this was an ios game, but really should have been a PC game all along. So now I'm fixing it all up; Graphics, Controls, Gameplay, it's all getting a refurb. I'm targeting May 2018 for release.
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Cool. How have you found the Steam process since Greenlight has finished?
Too easy. Wish it cost more than $100. It'd be less likely that we'd have to compete with games like "Milf".
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Nice job on graphics and music.
Thanks! I did do the graphics, but the music is by Lucky Lion studios.
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Now on Steam!
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**Edit, It's out!** Please login to see this link.
Originally released for ios in 2012, I'm finally getting Clash Force ported to PC! I've been held up by many different things over the years, but mostly by the fact that I wanted to give it an extra layer of polish. What flew on the app store in 2012 isn't enough for a PC release in 2017 imo! Below you can see the old version and the new version. Hopefully it's obvious which is which!
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I'm aiming for an October release. Progress is coming along well. The original easy/normal mode is being changed to a normal/hard mode which larger differences between them. I'm also adding a bonus stage.
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Working on a game right now I intend to release on the switch! Somehow.....
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I kind of fell out of the loop for a while... was freedom planet still running on fusion for the wii u port or did it get rebuilt from ground up?
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Having same problem! On version 284.10 and I believe I was having the problem on the vers. before that too. Mine hardly EVER works. Most the time it doesn't work at all, and when it does it often works for only 1 to 3 steps before ceasing to function again. It was a great feature and I miss it!
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Hmm. The resolution of my game is 384x216...
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Yes the scrolling seems to be the issue. With multiple layers, I have the same substantial slowdown issues as I have on ios. As well as certain collision issues (I'll post about that later). When I bring it down to one layer plus a HUD layer, which is what I had to do with my ios games, it increases performance, but is still worse than on my ipod touch. It consistently dips into the 40fps territory. But this is an early version of the exporter, and the Ouya is more powerful than an ipod touch, so hopefully these things will improve with further releases. Unfortunately I was hoping to have a demo version in the ouya store this week.
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How can you control if your game is running at 720 vs 1080? Ouya performance has been dissapointing thus far (sub ipod touch levels for me), although when I changed the display mode to "centered" the game ran much smoother... of course it was the size of a postage stamp on my TV.
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Hey, I'm curious if anyone has had any luck connecting your Ouya to your PC using the directions here: Please login to see this link.
I got as far as the command prompt but it says the term "adb" is not recognized. Now, maybe this is because I had it plugged in using the regular USB and not the micro USB, but the error message I got seemed to be a bigger issue than that. Don't know.
Right now I'm just testing my game by uploading the APK to dropbox, and downloading using the Ouya Web browser. I frankly don't know if connecting Ouya to PC is even necessary, or what benefit would be gained from that for us MMF users. Really I just wish USB drives would be recognized by the system.
Also, I can't get into the "Builds" menu, is this something that can only be opened when connected to a PC?
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Got mine today.
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They are selling out but it's hard to tell if it's because of supply or demand. Still, I'll be getting one too as soon as we get the ouya IAP update
Do we not yet have a way to handle Ouya purchases with the exporter?
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Still waiting on my preorder as well. This whole debacle has killed a lot of my enthusiasm for the system, and its chances of success. But I've got an Ouya game in development so I'll stick with it for now.