Thanks for sharing this.
Posts by Graeme2408
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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If you replace the start movement action in your first event with set the speed to 50 it works.
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It's working for me today, so I still think it could have been a server issue, nothing on my PC has changed.
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I get the same error so I guess the site is down.
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I could be very wrong but I think the animation starts at the lower speed and accelerates as it plays up to the higher speed. I've used it occasionally and got the effect I wanted. Probably useful for something like car wheels rotating as you accelerate.
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Regarding questions, it honestly isn't a problem and if I can't help you I'm sure someone else will, there's a lot of helpful folk on these forums. So if you have questions, ask away!
The hands move while the alterable values (counters) are greater than zero. To stop accidental interrupts while they're moving if you click the opposite direction, I added 2 lines:
User clicks mouse button
+ Alterable Value A of Actif = 0
+ Alterable Value A of Actif 2 = 0This means the direction change will only happen if the counter is zero and therefore the hands have stopped moving.
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You changed the maximum value of alterable value A to 15 from 30, which works fine, but if you change it to 7.5 it breaks as you describe above. I think the problem is that we subtract integers of 1 as we count down but when you set the max value of alterable value A to a fraction (7.5), it breaks. Keep A at 15 but change the angle increment to 0.5.
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Alterable value A of sprite > 30 ---------> set angle (get angle of sprite) - 1 (quality 1)Sorry, my mistake, this should read: Alterable Value A of sprite > 0 --------> set angle (get angle of sprite) - 1 (quality 1)
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Forgot to mention, you set the Hot Spot in the picture editor when you draw your sprites - it's the eye icon in your editor tool bar.
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Hey, don't worry about questions, I'm always happy to help as I'm sure are many other members.
You almost had it. The reason the rotation is wrong is due to 2 errors.
(1) You need to set the Hot Spot of the sprites to the centre. You had it set to default, the top left corner. The Hot Spot is a point (pixel) around which the sprite is manipulated.
(2) You tried to rotate each sprite by setting the angle to -1 or +1. You actually need to set the new angle to it's current angle and then add or subtract 1 degree.This is done by the code:
Alterable value A of sprite > 30 ---------> set angle (get angle of sprite) - 1 (quality 1)
The quality component lets you choose between faster (quality 0) or better looking (quality 1)
We use alterable value A as a counter but we could just as easily use an actual counter object. We want the dial (or clock hand in the previous files) to move by 30 degrees so we set the counter to 30, but only if it is already at 0. For each rotation of 1 degree we subtract 1 from the counter.
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Here you go, fixed it for you. I've annotated the code to help you understand it. Notice that I used 4 active objects, take a look at them to understand how they fit together.
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Or the Rolex version:
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A bit like this?
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Probably not what you want to hear but if you know nothing of programming nor Clickteam Fusion 2.5 (if that's what you meant by clickteam) then I'd suggest starting by working your way through the chocobreak tutorial to learn the basics of Fusion 2.5. Try making a really simple game yourself, not something like Oregon Trail.
As I understand it Oregon Trail is a management style game so you'll need to understand how to store and use variables (global values, alterable values stored in active objects, counters), how to create an input interface so the player can input values - do they type them in, use sliders or click on +/- buttons? etc. Do you want the player to be able to save their progress? You'd need to look at how to use ini files or arrays to load and save data. In short, while Oregon Trail seems like a fairly easy project, if you've never programmed before you'll have a lot to learn first.
You need to work out what game mechanics you want to create and how they tie in to the rest of your game. What problems will the player face and how are they expected to overcome them? How are they triggered? What are the win conditions? I'd suggest you create a small design document to help you define these things (Please login to see this link.), it doesn't need to be massive like you'd expect for a AAA game but creating a small one will help you work out how to start making your game and what you need to learn, such as how to create a menu in Fusion 2.5 etc. It'll also help you keep track of your progress if you update it as you go. -
Files are updated in the Clickstore. Engine is now compatible with the HTML5 exporter module.
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Thanks very much, that's really good to know. I'll fix the pagoda assets and submit an update. There's also a small omission in the accompanying text file: Under the 'Attacking Moves' there is 'RIGHT: Mid Side Kick'. This should read 'RIGHT+Kick: Mid Side Kick', I'll fix this too.
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Thanks for testing that. In the frame editor, when I clicked on the fighters' shadows the properties window shows 'Effect: none' so I didn't think the simple mask effect was in use. Unless you still need it to set the blend coefficient?
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Thank you! I hope you find it useful.
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Hi, I'm the author. I don't have the HTML5 exporter so I can't test it and say for sure, but it's made using the standard Clickteam Fusion 2.5 (Build R293.10) running DX9 and doesn't use any special extensions.
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That looks amazing Kage, would love to see a demo vs an AI opponent.