Thanks Mehrdad, I apreciate your support :)
Type: Posts; User: aenever; Keyword(s):
Thanks Mehrdad, I apreciate your support :)
Thanks for the congrats. The main character is an original creation of mine, strongly influenced from a piranah plant. The rest of the graphics are adapted from the original game.
After much testing it's here: Feed Me available on the ClickStore
Add if x position of player is greater than 1355
set player x position to 1355
'Silly Sausage' remake - made with Clickteam Fusion 2.5
I tried to do a speed run yet some higher levels were just too tricky. Getting the mechanics right took a very long time, yet the results were...
'Silly Sausage' remake - made with Clickteam Fusion 2.5
I tried to do a speed run yet some higher levels were just too tricky. Getting the mechanics right took a very long time, yet the results were...
Nice work, awesome to see your new inovations included in your update.
Thanks Linky, much appreciated. I wish I had something like this when I made a pang game years ago. Maybe it's time to revist it :)
If you mean like simoon says - Try this one from Zentaco http://almightyzentaco.com/simon-says-video-tutorial/
How's your widget coming along? No pressure I'm just interested as it would be super helpful for future projects.
There are some really cool camera effects in your game. I’m impressed XD
Looks very promising - thanks for making it open source.
If you want to keep it with a built in movement, you could change the movement from Pinball to Physics Bouncing Ball Movement - that way you'll get more control.
Seems to work fine. My belief is, if it works use it until you find a better way. There’s always multiple ways to get similar results. Looks like a good enough solution to me.
Just add line 5 to frame 2, seems to work and the speed of falling is much the same.
You're not bothering me. I can only give suggestions, they may or may not help. By the way here's my cool down method, it does work, it just depends if you can implent it, or if the solution fits...
Yes that's pretty much it. You migh have to play with the speed the alt value gets subbed to find a good delay, yet it should work.
You'll only know after testing.
To keep it simple you could even set up a alt value that that gets set to a number, lets say 3 and every lets say 10th of sec sub 1 from it. If you had the...
Here's the link https://community.clickteam.com/threads/95163-Multitouch-Two-Touches-at-The-Same-Time?highlight=Multi+touch
or you could try this one:...
You’re firing must be acting like a repeat if you hold the fire button. I’d isolate the shooting problem and create several different frames that try to do the multitouch shooting differently. I used...
Looks very interesting, Runs @ 60
Acer Aspire C27-962
Intel Core i5 1.00GHz
NVIDIA GeForce MX130
That’s great to hear, best of luck with your project.
Can you post an example, it might make it easier to try out possible solutions.
Very useful, thanks for the share.
No, on closer inspection mine makes the player jump (warp through the obsticle).
No problem, glad to help.
I just duplicated line 36 and used a less than and equals to. It fixed it :D
Solved, and it was even easier than I thought to fix. In line 122, just add a negated if the turn animation is playing XD I even tested with animation speed very low to make sure. It works perfectly....
Oh I see, hopefully that shouldn’t be too hard to change. Although it might take some time and a bit of experimenting. I’ll look into it :D
@MEHRDAD I think I've done. It seems to be working pretty much perfectly. It was definately easier to implement than I though. I've divided the 32 directions between the 8 directions as best I could....
Wow, that 3D card turning is amazing.
I've got a concept happening. It works better for 4 Directions. I'm going to see if I can transfer my concept to the Pollypath example, it should end up being less complicated because there are no...
I see, so the turn around animation is only used when changing from the opposite direction. I also note the turn around animation is only used in the traditional 4 directions from left to right &...
Can you provide a video example of what your after and perhaps some sprites? I kind of know what you mean yet I need a reference; then I'll see if I can implement it :)
Sure, no problem. The Deactivated lines set the player direction by angle, the near identical lines below the devactivated lines use the built in direction by dividing the angle value by 11.25
Is this what you're after?
Not sure about the logic but if you add a negated mouse pointer over Active, restore animation frame of Active, it will work.
I found this suggestion on the forum. In order to change the angle back to a direction value divide it by 11.25
ATan2(0 - moveY( "o_Player" ), moveX( "o_Player" )) / 11.25
An idea would be to...
You'll still need to right click and choose edit on the Actions group on the first frame, and tick Activate whwn frame starts. Otherwise the Actions group will never be activated. At the moment you...
Wow, I wasn't expecting this, let alone so soon. Thank you so much MuddyMole, this has reinvigorated my drive to finish making a point and click game.
Attachments aren't working :(
Just wondering how hard it would be to implement a feature if you wanted a click inside a polygon to move the player to the nearest node; rather than ignoring any click inside a polygon.
I was excited when you hinted that your original pathfinding idea could be improved for Click & Point games. This is very impressive, thank you.
Bubble IO :), great example.
Cool idea, thanks for sharing :)
Can I suggest that you create a seperate example of your issue without the rest of your game. It will help you to isolate the issue your having, and help other users make sense of what your trying to...
Solved it using Alt Values for each joystick direction. It limits the direction by ignoring button bashing, I've also blocked the snake from overlapping itself using the same Alt Values, removing the...
Thanks for the share, your examples are always very useful.
I’m glad I could help. Unfortunately, I don’t know enough to give you advice on optimisation. Best of luck :)
Line 73 and 74 is the issue. When you create your Scythe on the left of screen you are making 2 rather than one.30955 just delete my yellow counter.
Hi there, I've changed line 68 and 69. It makes the Scythe to look at the Chick (set direction towards chick) once when created using flag. If you use the last direction of the Grim Reaper, due to...
Here's a video of it glitching, with rapid button presses
Here's a video of it working nicely, with clam button presses
Here's a challenge -
Hi there, I apdapted some code from this thread https://community.clickteam.com/threads/109206-Drawing-a-path-with-actives
It gave me an idea to make a similar movement...
If the issue is playing short audio files, I'd try .ogg files for audio.
Looks fine, I'm running 1920 x 1080 :)
Care to share a small example. It will be easier to find a possible fix. When you say audio, do you mean a typing effect or an actual voice over.
I sent a PM, I'm sure I can help you get it sorted.
Wow, that's a great effect. Nice work :D
Not sure if it's the solution, yet have you set Hebrew as your language in the build settings?
You may already know this, but you can change an 'Edit Box' to read only in its properties.
try this kind of idea :)
Agreed, I’m fairly certain I can’t remember it behaving like this in the past.
Can't explain why, but you can force the frame to 0, and then restore animation frame to get around your issue. It seems, it remembers the last frame it was on when it changes direction.
That's a classic, what a clever idea X)
It's really neat what you've created. I had a look but I can see you've fixed it already. I couldn't work it out, when you say the problem was on line 40 what value did you need to add to get it to...
I agree it wouldn’t be illegal to decompile your own source code. Yet it certainly could be illegal if you intend on using someone else’s intellectual property without permission. Yet it’s a mute...
Most game makers, if not all game makers are concerned with keeping their code and hours of work safe from being ripped off or cloned. If decompling was readily available it wouldn't be very secure;...
What your asking for is to decompile an .exe - as far as I know you can't do it, and shouldn't do it even if you could because it's illegal. If you need to recover your lost .mfa files I'd use...
Have you tried to play with the (ball.bounce) security option of the bouncing ball. The chaos might be because it's set too high.
Good sugestion, the link I posted suggested that, and it's what I went with too
You could use this approach, I’ve used it before for a random name generator and it works well https://community.clickteam.com/threads/72535-Random-Number-Range-Not-allowed-to-repeat
Have you tried running the profiler to see what's slowing your framerate down? I'd start there if you haven't tried it yet.
The mfa will only work if the files are in the correct spot when it's built. What I'll do is send the exe in a zip. If the exe works I'll post a video step by step.
I tried your exe and it didn’t work. I added your files to my d drive and put them in a folder named TEST. I opened your mfa and changed the data elements by adding your files to the binary data...
That was quick, thank you :D
Awesome start. I can't wait until you've implemented more. Thank you for your share X)
Very clever, well done.
Link is dead :(
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 let’s 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.
I’ve 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 can’t 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 doesn’t 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 can’t 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 couldn’t 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? It’s 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.
I’m not at my pc, so I can’t 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...