The increased speed sounds ideal. Does the internal list object also have a larger maximum line capacity compared to the original list object?
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The increased speed sounds ideal. Does the internal list object also have a larger maximum line capacity compared to the original list object?
There seems to be several tools available, here an example link https://beebom.com/free-tools-to-create-your-own-fonts/
No. 10, tool looks like it could be useful.
& no. 2 tool letís you use...
If you can post a basic example .mfa or link (doesn't have to be your with your graphics or your whole game code) I'm sure there would be a simple fix.
I've done some basics, yet I can't figure out how to get the bubbles moving more realistically. The original game used (hidden) air flow direction detectors. If any one wants to mess around with what...
When you select the movement of your active to path, in the actives properties - select edit path. Then choose - new line for each line of the square you're after. You should also choose loop the...
Yes is possible, here's an example:29906
You could also look at this post, it should be able to do what you're after with a bit of exploring the code:...
In line 15 delete set pause to "Yes" and delete the call "Blocked" after 50 event loop.
Leave the 'bounce' command.
HI there see if this post helps https://community.clickteam.com/threads/87830-Round-Circle-Countdown-Timer?highlight=Round+Health
Great to hear, best of luck :)
After a quick search on the forums I found this post https://community.clickteam.com/threads/103485-String-Parser-BUG?highlight=String+Parser
It suggests that the 'String Parser object' doesn't...
Here's how I'd go about it using the file object. I didn't change any settings and it works fine using the default input ANSI to output unicode. If you do change the runtime settings the only thing...
Out of interest Could you share an example of your problem? Looking at your MFA and it’s properties could help identify your issue.
Iíve had a similar problem in the past. I think it might be to do with - the output depending on the "Character encoding options / Output" property in the Runtime properties of the application. In my...
If you set the xvel to zero - it triggers the collision animation. I don't think this was designed to have the enemy stop.
Could you get it working at all? If not perhaps it's not the best example to be working from.
Sorry, I tried to help yet I canít seem to get a hold of the select object extension that's compatible with the current build. Without it I can't open your mfa.
Edit: found the latest version...
Unfortunately there’s no copy paste for paths and there’s definitely no way to mirror it. Best of luck, your solution sounds like it will work perfectly albeit it will take a lot of time.
I'm not sure if you're aware, yet you can make multiple movements amd rename them if you like. One could be for facing right, and the other for facing left. Just note the movements start at zero and...
Oh I see, I just know that I’ve had problems with using groups in the past, I thought that’s what might be breaking it.
If you pull the lines you refer to, out of the group activation it works fine. Your bug has more to do with the set up of groups, than with the code itself. 29804
Looks spot on to me and if it works without any glitches you have a winner. Well done!
Yes that will work, as long as it doesnít contradict your other code. For example if the bomb overlaps two objects at the same time it may cause what would appear to be a glitch.
Yes I agree it is a problem, as you canít have an object be ordered in two different places at the same time. If you think of your problem in terms of using layers you couldnít have the one object...
I’d do a mock up on paper to organise your order first. Firstly by what you’ve described the scarecrow, robot and slime puddle would have to be behind the enemies. Then make sure the bombs are in...
Looks like your logic is back the front. The first icon when using 'Move behind object' is the object that will be moved to the back, The second icon refers to the object it will be behind (you have...
There might be a way to help, yet without seeing the MFA anyone helping would just be guessing.
if you set up a counter to the value of your delay set up you will notice that it's what is causing your problem. I added a trigger value in the ball that should make the delay run more smoothly....
I can confirm deleting line 3 and replacing with another blank empty comment also stops the crash. This more or less confirms it's more to do with the conversion.
I could be wrong but by the icon of the .mfa it looks like it may have been originally an older build; maybe the games factory? Perhaps the problem with the comments not being compatible had more to...
You could post a MFA, stripped down that just shows the problem. Just a guess, does your sign active have any animation? if it does, I’d check that the hot spot hasn’t changed in a particular frame.
Hi daryuss, this is not a solution - yet you could always make an active the same colour as the grey on the road & the exact size of road ie. that fits both the fat and skinny road sections. If you...
Have you tried the latest beta version? Itís just been released: https://community.clickteam.com/threads/107988-Build-292-27-Beta-version
Looks like your hot spots need an adjustment on each frame of your character animation (left and right dir). Set the hotspot to 16 x and 16 y on each frame of animation and your animation will be...
Nope, I've never seen that sort of problem before and I've gone through a work PC every two years and several brands.
Wow this looks awesome, congratualations.
It was a long shot, I was just interested if it could be done. If anyone know if it's possible please share.
Do you mind sharing your mfa? Just a though is it possible to get an image URL to an active picture Then to an active. It’s a double step, yet If it works it could be a possible work around.
Amazing, this is a very useful extension :O
Your demo works great, you should release it for sure.
Can you put up an example .mfa of the problem, it doesn't have to be your whole game just the problem.
Correction - I was able to re-download Firefly using my Click-store account download links. Thanks team :)
I've got the same. It's a problem because there's no link to download Firefly. I've updated my PC and entered my serial, yet it says Steam version and there doesn't seem to be a way to download...
You are so dedicated, it's coming along nicely.
Thank you for your expert advice. To clarify I used the List object to store my batch file commands. Then I changed the directory on line 1 to select the right txt file. I then used the File object...
No need to respond, solved thanks to Yves. He suggested that the output depends on the "Character encoding options / Output" property in the Runtime properties of the application. I needed ANSI...
Yes that was the info, I needed. Thank you so much XD
Hi Christian_Wheel, did this get fixed? I've got a similar problem. I would like to make a batch file. If you have it working, could you post an example .mfa of how to make a working batch file...
Wow this is really cool JimJam. I'm trying to use a batch file to help with a printing feature in my app. The problem I'm facing is, if I save my batch commands to a .txt file then convert to .bat it...
Sorry I can't make sense of it. The strange push-out only seems to occur when the player is touching and moving towards the shield or the fire ball player stopper. I never use the move safely...
In the bouncing ball movement properties of both spike actives you need to change the randomizer to 0 and the security to 0. You currently have it set as the default for a bouncing ball which is...
Nice work, keeps me coming back. Classic but new X)
Here's what I mean about inaccurate collision detection.
Line 49 can take away lives as well, yet it doesn't work because the spikes are not set to ignore being inactive if too far from the frame. If you change that, then it works without having to change...
By the way on line 49, I would change it to the player is out of the playing area set lives to zero. That way you don't have to wait for the player to be pushed back onto the screen to get destroyed....
Yes, good point. I suggest trying this. Get rid of what I previously suggested and instead in line 48 add the condition: Set y position on spike_wall2 to Y(position of spikewall1+457)
That way it...
Here's an easy fix - on line 48, add conditions: spikewall_1 - set y position to 12 & spikewall_2 - set y position to 469. This is where the spike walls should end up anyway, therefore forcing them...
You're on the right track, what you need to do is always center the display from the red active that moves to the right. Center Display can be found in the story board controls. It will mess up your...
Try this link: https://community.clickteam.com/threads/107548-spike-walls-disappearing-after-a-while
It because once the walls are on your player the condition for taking a life is only true if there is a collision. So for the first two times it takes a life yet as the collision is still a true...
Try un-ticking destroy if too far from frame. It might be the problem.
Thanks man, I'll check it out X)
Please share XD
X) Can't wait to purchase for Xbox One. It's a brilliant game.
Thanks for the share :)
Cool game :)
I suggest separating the animation part so that they trigger differently. Here's what I mean:
You could also fix your values for speed using greater and less than. For example, your speed...
Here's a fix, there may be other solutions though.
Same idea, even if it’s not the player object. The only other thing that I a think of is to make sure the planes don’t bounce in the same direction. I couldn’t actually see the glitch, for me the...
No problem, here to help if you ever need it :D
You could try in line 13 instead of an 'Always condition' change to enemy overlapping enemy and then negate. That way when the enemy planes collide they will give up following the player until they...
That is strange, I definitely got a warning saying I could build, yet the multitouch would be Ignored. Yet I've tried again and no warning.
I agree that it's not behaving right though.
Hi Limeatron, if you haven't got it sorted yet, put up an small mfa with your issue and I'll get it sorted. Over the years I've had many similar issues.
Did you notice the warning when you built the Html5 file? It says that the MultipleTouch object isn't compatible with Html 5. However, in the extension manager Html 5 is listed under MultipleTouch as...
I guess I pointed it out as there seems nothing in your code that makes the player fall more slowly while on the wall.
I haven’t had much time to play with it, yet it seems your applying an x change (horizontal) to the movement while touching the wall yet perhaps you need a y change (vertical)?
It because the physics movement acts independently. If you remove the physics engine it works as it should, therefore the problem is with the physics movement. Perhaps where you have the active stops...
You need to add some conditions when the player collides with the spike wall stop movement (as you have it set up as ball movement). Hope that helps you figure it out a bit more.
Wow, this looks really promising, Nice work. Can't wait to play it XD
You need to disable the destroy if too far from the frame. What's happening is your code doesn't work because your selector actives (blue and red circles) get destroyed. If you change the screen size...
I adapted an old path finding engine made by a user called Erkabubben. I got it off the forums ages ago. It’s only good for PC though (not cross platform). To help with more direct movement, I’ve...
In my spare time, I've been programming a little nostalgic remake Zak McKraken and the Alien Mindbenders. I've been having fun coming up with sarcastic and witty game comments. I'll have to keep my...
This is awesome, any chance of a PC release?
I haven't use firefly much yet I'd be amazed if you can do it without firefly TBH.
That gives it a great sense of depth and anticipation. It really suits your underground mining theme.
Wow this has come a long way. Looking great XD
If you choose set boid attributes, you can select avoid obstacles. I'm assuming if you use backdrops instead of actives and set the backdrop to obstacle, the boids would avoid / go around them.
Great to hear, was it hard to implement the objects cycling when they are clicked? Do you mind sharing how you achieved it.
If you put up an example I’m certain there’ll be a solution.
You could add another group or groups to distinguish between the objects. That is when you say group you mean qualifiers.
Iím not at my pc, so I canít confirm this idea. As long as mouse over an object can be negated it should work. Have you tried to use - mouse is over object A, as well as mouse is over object B...
You are correct the bullet is created at the end of the launch animation (last animation frame). Here's an example that proves it.
Note that if you leave the launch animation blank (don't...
Run this event once, will only limit the event once for every time the frame is played. Each time a frame is replayed it will run the event again but just the 1 Time. You could limit it by e.g. run...
I'm doing great my friend. I'm back to school teaching this week, so it very exciting. I've been working on a 'Zak Mckraken and the Alien Mindneders' remake, using C64 style graphics, it's coming...
Check line 16 and 17. I changed your code so that your good counter will only reach 1. The way you had it set up with each click on the NPC it increased the counter by 1; therefore on the second and...
In line 42 and 43 you need to add a special condition (right click, insert and choose from the cog - limit conditions) 'Only one action when event loops'. What happens without a 'Only one action when...
Your project has come a long way, keep up the great work. Its going to be epic when it's finished.
Yves' solution works perfectly :D
Good thinking Yves, I’ve used that idea in the past. I’m sure that will solve it.
I'd say the best result is to convert your sound files to ogg. In my experience shorter sounds are handled much better in ogg. I could be wrong yet I also find that playing files on loop even if you...
Hi Don, Is it possible to post a basic mfa example of your problem, users could hear and experience the issue you are facing and trial a way to solve it. I could give a bunch of solutions, yet I...
Yes, I would play with the gravity setting. The floating sensation is because the gravity is too low.
In that case I suggest you need a Window size of 800 X 480 and a Frame size of 1600 X 480.
Sorry had to change file due to being 400 not 480 - use the first one listed
I increased the frame size to make sure it was 3X wider than the window size of 640. Then it's just a matter of dividing the buttons evenly as though it was three windows wide. If you divide...
It enjoyable :)
I did find the jump a little frustrating because of the floating effect. Yet, if it's a deliberate feature, it certainly is a challenge. Nice pixel work.
Chily I think you mean it's not built in / (optimised) for 2.5+
It's probably best to leave it being compatible with 2.5 & 2.5+
I couldn't imagine Schrodinger wanting to make two versions when it...
It’s not necessarily a bug. Many extensions and projects for that matter behave differently depending on the target platform.
Oops, there is no problem. Just update the 'advanced Path movement' in the extension manager. It fixed it for me ;)
Scrap that, I should have checked first. They just needed an update. Sorry for jumping the gun XD
I'm not sure how long these extensions haven't been working when compiling a Windows exe; yet I can't use the 'advanced Path movement' and 'path-finding object' extensions. I was alerted to the...
See next reply...
Working nicely :)
That’s great news :)
I'd do it more along these lines, but others would do it differently :)
Happy to help if you Post an example of the issue, (doesn’t have to have your artwork just dummy animations will do). I only say this because it will be easier to demonstrate a solution.
The whole game play and graphic design is mind blowing. I’m super impressed.
Looks appealing, students will love it.
Any time, my friend :)
Actually I have already done that for you in my example above. However, I did forget to add if an orange overlapped an apple - so I've added that. I've added a deactivated example to show the fruit...
Just combine my solution in the other thread with this one ;)
Here's how to do it, I've used Alt values but it's pretty much the same as the suggested solution.
I can confirm it works for me, in fusion and as an .exe
I've changed your formula, I had to rearrange it and account for the width of the border line. I've isolated the fruit creation and tested, it now works perfect XD
Here's the fixed file
Glad to see you got it sorted :)
On the file you hosted, your Frame size is 800x480. Your (game) Window size is 600x480, They need to be the same.
This is the frame properties / size
Goto my example above click the game...
This should help 27773
Your frame size is 800 x 480 yet your window size is 600 x 480. You need to match the sizes by changing the window size to 800 x 480.
If you send a PM i'll have a look. I've made a few HTML games, I can't promise I'll find the problem yet I'll be happy try and find the issue.
I was going to look at your file, yet it says need decryption key to download :(
It seems to be the Tray Icon extension. Delete it from the first frame and it stops crashing.
Awesome, going to purchase now XD
Wow, very atmospheric. Loved it.
Nice, I love this genre. I’m going to try this out for sure :)
A global value works by storing a value that can be used across frames.
Do something like if animation fall over is playing and it’s up to the last fame of the animation set global value to 1. If global value equals 1 set animation to fall over and set frame to whatever...
Maybe you could animate the basketball spin separate like this?
I'm not sure exactly why you need this effect, however have you considered not rotating the purple circle and only rotating the black line?
Wow what a professional outcome, just amazing :O
These are really cool, thanks for the share :D
Just added XD
I'm having lots of fun with this. Amazing work :D
Great to here :)
I think its most likely to do with the position of the initial creation of the hitbox. It most likely touches the target even though it is launched in the opposite direction because its created at...
If you isolate the problem by making a small mfa with only the collision problem error of the small rocks and character I’m sure I could find the issue or it may become apparent to you what the issue...
In the Properties of the active you have chosen to be controlled by the sine-wave movement, under the General Properties select the 'On Completion' drop down to be 'Reverse'.
I think your 'spots occupied' value doesn't work as you intended. When I set a counter to its value to see what was going on, its value increases with each move rather than counting the spaces that...
Keep it up, it’s working like a charm. Thanks for all the time your investing.
Nice work Tisnart, thanks for the share :D
I knew your project had potential, this is amazing :D
This is so cool Aloan :D
You're the best :D
This is such a really neat concept.
Hi Aloan, this is really cool. Could you add a zip file that contains all the needed files, keeps asking for a musica.txt file :)
I really want to see how this baby works.
Popcorn is a legend, and thanks for the share piscesdreams :D
Nice update, I enjoyed the nostalgia :)
Amazing work, are you considering a PC release?
Looking better, with each update. Nice additions ;D
It's great, the fog of war effect works nicely. My only suggestion is that I'd remove the 8 direction, considering the character animations are only 4 direction. Other than that, it's got a great...
Wow, very generous. When I get a chance I’m going to have a play. Looks great on the videos. Thanks for the share :D
Looks amazing, the thought you put into the collision testing is amazing. Very smooth animations and playing experience. Thanks for the share.
I’d love to check it out :D
Julian I don’t have the words to describe just how visually appealing your game looks, WOW x 100000
I’m excited to announce Cauldron is available in the Clickstore:
Cauldron 2019 https://aenever.itch.io/cauldron-2019
Cauldron 2019 XD
Cauldron 2019 - Now Available on itchio:
Thanks the High Score object looks perfect now in directx11 XD
Cauldron 2019 has now finished beta development and will be released to the public soon. Made with Clickteam Fusion 2.5+
Here's the latest demo video (long play):
I had this occur too, I updated to the latest version and then right click 2.5 + patch and run as administrator. See if that fixes it.
Hi Score object gets a strange perspective when using - Direct 3D11 see example mfa
Loving the new 2.5 + I ran into a bug today though. The Hi Score object gets a strange perspective when using - Direct 3D11. It looks like the start to a Star Wars film. Direct 3D9 works fine though.
Weíll still need an example to see exactly what the problem is. Youíve explained the issue, but to find the solution youíll need to provide a basic example that contains the issue for a helpful user...
Strange could you post an example, I'd be interested to see why that would be happening.
When you say they don’t behave correctly, do you mean they are out of sync?
Here's the link to Pixelizer's tune:
The tune was remixed by the very talented Pixelizer, you can find his work on Soundcloud. Iíve been given permission to use in my remake XD
No the tunes aren't mine. The start splash screen starts with the original tune, and then morph's into an updated mix on the second loading screen. I'll give full credits at release. I've changed up...
That's what I call Hamming it up X)
Thanks glad you like the update. The game would be unplayable if the the original one screen at a time and static camera was kept the same. To keep the same feel I’ve added a player fall condition...
Cauldron C64 Fusion 2.5 Remake - Aqua Key Crypt finished :)
Top world and First Crypt complete. So much fun, only 3 Crypts to go XD
Great question CapitaineCaverne, my plan is to make it a challenge, yet as the original game 'Cauldron' was renowned for being the most difficult game on C64 ever I'll to ease up on the difficulty to...
Thanks Danny, I’m going to look into that. It could be just the solution I’m looking for :)
I agree it's not an ideal solution, as most networks have several printers to choose from. Plus it's a pain to restore the default printer each time, I've had to store the current printer in an alt...
Thanks Klownzilla, I've almost finished the Top world (Scrolling part of the game). I only have to animated the Cave entrance doors and add the Sharks and maybe some variation for the placement of...
+ 1 for this, If you work this out please share. I could only get local printers to enumerate as well, local printers are usuful yet most users tend to access network printers.
Anytime my friend, I’m looking towards 2.5+ with a great deal of anticipation too :)
March 9th Cauldron remake update:
Well done, I remember this when it was first posted as a simple demo. It's awesome to see a game come full circle into a fully blown professional game, amazing work :)
Thanks for the Share :)
Crian, defisym's code works fine and it's probably the best solution. I've posted another solution below to comare three methods. Even though defisym's solution has two lines, it doesn't mean it's...
If this get's sorted please share or sell. This is a feature sorely needed for all run-times.
Wow, amazing graphics. Nice work :)
Is it possible to post your example mfa? Then people could try a fix that will work rather than guessing.
Great find for people in the community should the problem arise for others :)
It could be that the hot spot in the active was accidentally moved way out to the left.
Tiling the background trees / scenery etc in 256 by 256 tiles has improved the scrolling remarkably. Not that it really mattered; when playing the original I noticed it had very choppy scrolling....
Thanks akakaone :)
Here's a quick update:
If you keep up that kind of cartoonish comedy it'll be a lot of fun :) Nice start.
Cauldron Remake (made with Fusion 2.5) Feb 24th update. Working Magic Regeneration linked to counter & added Ghost AI.