Does anyone have any idea?
Posts by Gimbabwe
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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Hello Fusion forum,
Recently ive been trying my hand at a combat racing game that is supposed to have very simple but intuitive controls.
My main inspiration for how I wish the racing to feel is Kirby Air Ride and its innovative one button gameplay. Steering and acceleration is handled automatically, as the player is required to press a button that sends them into a "charge" mode and allows them to make sharp turns as they charge it up and are boosted when they release.
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Here is an example of what im talking about.
Im having trouble identifying how one would go about creating a similar system, Ive used both the Box2D Race Car and the 8-Direction movement to attempt to achieve a similar effect, but ive yet to find something satisfying. I would attach what ive done sof ar but there seems to be something wrong with the attachment system. If anyone has any ideas on how to get this down I would be greatly appreciative, thank you.
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Hello All,My name is Cameron Neal and my brother and I have recently started a new and upcoming project entitled Velocity Racing for our company Cool Comic Creations.
Velocity Racing is a Post Apocalyptic Action Tap Based Mobile Racing Game that tests the reflexes of players in a high octane and storied environment.
This game has characters, levels, bosses, and leader boards. It is a heavily art driven game. but also contains a satisfying game play experience that matches the setting and story.
We are seeking people skilled with isometric type of games, mobile development, and who are not novices to Click Team Fusion development tools to join our wonderful team.
Our end goal for this project is to build an Alpha Demo, find and acquire an investor, and turn every position into a paid position when we enter the full length production.
The pre-production, plans, and gameplay concepts have already been laid out, now it's all a matter of getting a team together and putting everyone in a great position for success.
If you wish to know more details about the project and are interested in joining our team contact me @coolcomiccreations@gmail.comPlease login to see this attachment.
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If you press F8 during gameplay the menu for the application should from the top however when playing in Direct3D9 the menu will not show when pressing F8. Is there a way to make it show when playing in this mode?
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Is there at least a way to get the menu to popup when in Direct3D9 mode?
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I can actually build the game now. The only other issue I can think of now is the problem of using the popup message object to make dialogue show up but a lot of times it doesn't show up at all. Or the first few messages will show up but the rest will not, soft locking the game. When running the game in standard mode, the popup messages would usually show, but now only the first few messages appear and the rest don't ever show up. When running in Direct 3D9, the game stops for a second but the message will not show. There's also the problem of the menu bar not showing in this mode, which is also used as a crucial gameplay aspect.
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Update, while originally I couldn't even run the game anymore without that message popping up, it seems to have changed as now I can play it. I have yet to try building it. I was going to try to make it for desktops only as a start, to answer your question.
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Alas, deleting nearly all background images does not seem to have helped. Perhaps its something else?
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At what point does a backdrop become "Too large" to realistically load consistently? Is there a specific size?
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Most level backgrounds are made in such a way that 3 or 2 of these backgrounds are arranged in such a way as to have a parralaxing effect. All on different layers
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On the larger end of the image sizes is a backdrop approx. 12999 x 1379
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The game file is about 181 MB large. There are quite a few large images in the game as drawn backdrops.
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Hello CTF forums
I've been having this problem for about 3 years now and I still haven't come any closer to a fix or answer as to why it happens or what is causing it. When building a game as a stand alone application after a few seconds it will display an "Out of Memory" error message and cancel. This same error also pops up after switching between frames of the game eventually causing to slow when loading it to where the frame will simply not load some assets to eventually not being able to do anything as the error keeps popping up.
If anyone has any help or information on this matter it would be greatly appreciated.
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So far nothing in the Bug Tracker has been done. Is there no way to surpass the limit Perry mentioned or is there a workaround?
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In comparison to your games my game is a paltry 198MB.
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Ive played around with them before to no avail (Though not on this comp. I doubt itd make much of a difference) Compression is set to maximum. Yes I can compile other MFA's no problem though most are not nearly as large as this one at 203,676 KB. Nearly all sound effect files are .wav and music is all MIDI. And no binary data whatsoever.
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Ive had this problem going on 2 years now. A game that ive spent so much time on and put so much stock into, I can never get off of the ground because of a recurring "out of memory: error message that pings up every time I attempt to build it. I ive tried everything I can think of and have recently purchased a new computer in the hopes that it would accomplish what my 5 year old decaying laptop couldn't but to no avail whenever I tried to build It popped up yet again. As of recently I can not even come to run my entire game anymore because of the same message popping up. Afterwards If trying to switch frames the message comes about again and instead of displaying whats in the game, the previous frame gets "stuck" on the screen and gets garbled around it if I attempt to scroll anywhere. Im so lost and I don't know what to do. Im so close to finishing this very important game to me but all I need is for this problem to go away but nothing ever works, Ive posted this similar question on this forum a few times over the last few years but I honestly don't know what to do. Im trying not to lose hope on this very sentimental project of mine. All help would be very much appreciated. Anybody who can provide insight or just advice on this problem or if anyone else besides me(So far as far as I can tell, im the only one ever to meet this issue) has ever experienced it, that would make my day.
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Ive been having this issue as well and also apparently many other. Ive been tinkering with it for days without any sort of breakthrough.
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Hello. Recently I have come across the Blur Flame and Lens objects and wished to use them in my games. However If using the objects at a certain size the game slows down to a crawl and makes the whole experience rather unenjoyable. This is true for all three extensions. I like the effects they entail and add a sense of professionalism to the game however this is the only thing preventing its implementation. IF anyone out there is acquainted with these extension and has found a way to circumvent this problem please let me know.