Posts by Yikes

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Clickteam.

    Hello. I am trying to make a simple program which needs to detect the incoming sound level from your microphone. I have searched around on the forum, but the closest post I found, was about word detection.

    Does anyone know of any extensions that are able to detect the mic amplitude? Preferaby pre-mixer, so it's the "real sound" before any windows program alters the sound level. People keep saying Onu, but I can't see how that will work.

    Also, my program will need the option to choose which recording unit is your primary, so that people will always be able to select the right input device. I am sure I have seen an extension to do this somewhere before, but can't remember which.


    Thank you in advance!

    You need to store the actual positions in alterable values, not just the velocities.

    eg.

    + Always
    -> Set XPos to XPos + XVel
    -> Set YPos to YPos + YVel
    -> Set X position to XPos
    -> Set Y position to YPos

    Nope, can't get it to work. If anyone cares to make an example to prove that it works, please feel free! Otherwise I will be going with a different solution :)

    Thanks, I reduced the framerate from 60 to 50. Allthough I noticed a small difference in smoothness, it wasn't a problem. The movespeed works now :)
    As for SolarB, I tried that solution earlier, but unfortunately it didn't work. Allthough you use variables that have floats, MMF will still round them up/down to the closest number when using coordinates. You can't move 1.5 pixels, even though that is the number stored in a value :) At least that's what I figured out when I tried :P

    Allright, thanks a lot :) I will be using that movement instead of the last one I used, because this one saved me from 3 active objects, is easier overall to work with, has less events and also it looks more professional ;) You will be credited!
    I do on the other hand still kind of encounter the problem with the movement speed. If I set the movespeed value to 3, my character moves too fast. If I set it to 2, it moves too slow :P Is there a way to work around this?

    Thanks. That is one way to do it, and it works nicely! There is one thing though; I've heard that fastloops can consume some memory, compared to other things. Will a fastloop movement consume conciderably more memory than a regular movement, or is it too small to notice? Movement for your main character is one of the most important things in the game, so I'd imagine if it does consume a noticeable amount of memory, that it still is important enough to keep, if it works :P

    Hello forum! In my game, I have a problem with my custom movement engine. When moving around, my character moves 2 pixels at a time. This is too fast, but if I reduce it to 1 pixel, it is too slow. 1 is after all half of 2, which means the speed gets reduced by 50%. So I use timeX, and add a small "every" to the movement conditions, so that my character moves by 2 pixels every 5 milliseconds. It isn't a big difference, but it helps. The problem is, using this condition, my character starts stuttering/lagging around every 2 seconds. I tried using the built-in "every" condition, but it doesn't support milliseconds. It only supports centiseconds (100th of a second).

    Can anyone explain to me why this is happening, or explain an alternative to using timeX? I need to move my character slower than 2 pixels at a time, but faster than 1 :P

    I've yet to see some really good particle effects in MMF2. I have tried different things, but it basically just doesn't look good enough. Maybe it's because I suck at making effects, or because the effects generators aren't good enough, but some tutorials would be nice :)

    I thought since my memory is so bad, that I would make a brain-exercise game for myself. The game is supposed to work in a way that you get some boxes with different numbers, and you have to remember which box has which number, so you can find matching pairs.
    Some things to keep in mind: The number placement is random each match, so you always have to use your memory to find matching pairs. The numbers will never be higher than half the number of boxes, so that if there's 10 boxes, you will need to find the pairs with the numbers 1,2,3,4 and 5.

    The problem: How do I do this? Assigning numbers to the boxes is no problem. It's basically just spreading values. The problem is to give half the boxes the same number as the other half, without there being more than 2 of one number. Example: I don't want 3 boxes to have the number 1, as the number 1 should only be found on 2 boxes (hence a pair).

    I have tried different solutions, like using a value that starts on 1, picks one random box and gives it that number, then adds 1 more to the value, assigns that number to a random box, etc. For some reason, this doesn't work.

    Any help please? :P Hope people can understand what I just tried to explain.

    That's what I thought :) Could work!
    Allthough I still would need a way to tell a sound channel that it "belongs" to one enemy for one sample playthrough (for proper panning according to enemy's position), and that if that enemy dies, the panning of that channel may be assigned to another enemy :P
    Wonder if I should set a value on the enemy to be the same as the next free sound channel, so that I can say; If an enemy has the same channel value as the next channel's number, set the pan of that channel according to that enemy (or something along that line).

    That's not a bad idea, actually. Instead of using a loop to check for the lowest available sound channel to play on, I should just play sounds on the next channel every time. The problem though, is that I have certain sounds that loop constantly, like a wind sound. I don't want to interrupt that. But then again, I could just reserve a couple of channels for that kind of stuff :P

    And btw: I wrote earlier that MMF2 chooses a random sound channel to play a sound on. After some testing, I figured out that it actually DOES choose the lowest available sound channel to play on. That's a relief :)

    Still I need an answer on how to check if a channel is playing a sound though :P

    Another question, and this has been bothering me for a long time. There are ways of checking if a specific sound channel is not playing anything. But is there a way to check if a specific channel IS playing something? I can't find such a condition in MMF2 :/

    Thanks! But I see one huge flaw though. If I play zombie sounds on all channels like that, no other sounds can be played. My game has a lot of other sounds, like different pistol shell sounds, riccochet sounds, shooting sounds, etc. From what I have figured out, MMF2 randomly plays sounds on different channels if multi-samples is on. I never figured out why it played a sound on a random channel instead of just choosing the sound channel with the lowest number that was free. Anyhow, thanks for the help :) I may be able to use some sort of loop to check for the lowest free sound channel, and play zombie noises on those. Too bad MMF2 only has 32 channels though. That is NOT a lot!

    I want to use sounds in my game to alert the player that an enemy is nearby. I know it is possible to play a sound, and then pan the sound/set the volume according to the position of an object. But is this possible with multiple objects?

    Say I want a bunch of zombies as an example. I want to hear them "moan" before I get around the corner, and that each zombie makes different randomized sounds. As they get closer, the sounds get louder and panned closer to you. This would make a game like this much more "disturbing" :P

    Remember that nighttime isn't just about making things dark. I would personally make all colors a little bit blue, and of course make everything darker.. But if you are to see things clearly, maybe you should have the character, platforms and everything in the front, so that you can have a different lighting on the things you want to see. Not completely bright, but a little bit brighter than the background for instance. You could also (with the use of parallax scrolling) make a moon that showed when nighttime was there, and a sun when daylight was around.

    Bah, I am babbling :P but in general, try to use shaders and layers, like color shaders on different layers, and maybe clever use of some sort of layer with a multiply effect to create lighting (not to be confused with "lightning"). I have been using the multiply layer effect lately to make light/shadows, and it looks very nice!