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  1. Clickteam Community Hub
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  • schrodinger Clickteam Product Owner

    • Member since November 28, 2014
    • Last Activity: March 6, 2021 at 3:27 PM
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    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.
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    NaitorStudios
    December 2, 2023 at 9:00 PM

    Hi, I've been testing a way to convert P3D to DX11, Android and iOS/Mac.
    I know the lack of depth buffer can cause issues and workarounds might not look as good, but I feel like the users that look at P3D are already expecting a retro visual out of it.
    So I wouldn't be much of a problem if it had "retro style" glitches, Been talking to MuddyMole to help me out with a method to fake depth buffer, and it seems like it might just work.

    If we manage to get that working, would you allow these ports to be distributed? (without the XML, FX and MFAs, the thing is kind of useless anyway)
    If you prefer, after that's done you could include the ports as update on ClickStore as well, your choice really.

    I'm not sure if you'll see this, but if you do, thank you for the attention.

    schrodinger
    February 4, 2017 at 10:57 AM

    Thank you EE, I appreciate your kind words and taking time to give a fistbump, glad to be helpful! :)

    EE
    February 4, 2017 at 12:41 AM

    Just dropping by to give you a great big fistbump!
    I've just recently returned to ctf2.5 for a small game and have been
    immensily helped by your answers and tips to others on the forums
    regarding several issues. So yeah, fistbump!
    Awesome spirit, keep it up!
    //EE

    Lukiester
    November 19, 2016 at 4:33 AM

    Hey, why does it say you quota is full?

    schrodinger
    December 16, 2015 at 11:28 AM

    Sure, try yourself on the task - it's the better way to learn
    and let me know if any need X)

    Good luck!

    drewMar
    December 16, 2015 at 12:36 AM

    Awesome, thank you so much. I'll get to work on this. Would you mind if I contact you from time to time (in case I get stuck)? Thank you again for the help.

    schrodinger
    December 16, 2015 at 12:32 AM

    Ok, then if ammo collection is needed and multiframe game..
    you may better think of using global values :D
    they are kept frame to frame.

    If ammo collection automatically enables a weapon
    you can do this way:


    prepare a global value naming it: "current weapon"

    prepare your collectibles ammos as active objects with increasing alt. value A

    i.e.
    shotgun shells=30
    energy charges=31
    flame fuel=32
    etc.

    (we'll use that numbers as slot numbers for global values
    better start high numbers so that you can use first 30 slots for other game-needs
    and keep number of weapons theorically infinite, since global values are unlimited)

    player collides with "ammo"
    >>> add 1 to global value number Alt.valueA("ammo")
    >>> set current weapon to Alt.val.A("ammo")

    then for shooting:

    general event (one for all)

    player press fire1
    +altval no (current weapon) > 0
    >>> sub 1 from altvalno (current weapon)

    specific events:

    presses fire 1
    +altvalno (current weapon)=31
    >>> shoot energy ball

    drewMar
    December 16, 2015 at 12:18 AM

    There's no actual need for weapon removal, although ammo collection may decide weather a weapon could be fired (I.e. collecting missiles). There will be a save system. It's probably going to be multi-frame game, I want it to be explorable. I thought my best course of action would be to first get the main systems figured out before I do any real level design or enemy ai. I haven't tried lists yet.

    schrodinger
    December 16, 2015 at 12:06 AM

    OK,
    I see that being new using alterable values can be a little downsetting,
    actually there is a number of ways you can do this,
    maybe using a "list object" could be the easier..

    You want the user to be able to:
    -collect weapons and add to inventory
    -cycle through weapons
    -remove weapons from inventory

    other needs?

    If you need more, maybe you can think of alt values or even array (more complex)

    I.e.,
    with a list,
    once you collect a weapon (player collides with weapon)
    add an entry in the list (>>> add line "weapon_name")

    in this simple way you'll populate the inventory,
    then selecting a weapon would mean setting list object "current line"

    so thar player fires + current line="flamethrower"
    >>> crate flame etc etc

    To switch weapon you just change current line
    (this can be done "behind the scene" with hotkeys, mouse roll, whatever..)

    Also, I would consider:

    is it single-frame or multi-frame game?
    does it involve a save system or a password system or none?

    drewMar
    December 15, 2015 at 11:40 PM

    Here's a link to what you wrote:
    Please login to see this link.

    You wrote out a fairly detailed example using alterable values, and to be honest, I'm so new I got lost fairly quickly :D anyway basically I am making a "metroid" style game, and I will need to pick up a few weapons and be able to swap to them as needed. I've tried looking at some other examples, but none of them are close enough for me to understand.

    schrodinger
    December 15, 2015 at 11:05 PM

    Hello,
    I'm sorry I don't have such example :(
    I maybe remember the thread you're talking about, involving perhaps dynamic indices of alterable values?

    If you can describe what you're after, maybe I can give you some hints or prepare a small example

    drewMar
    December 15, 2015 at 9:55 PM

    Hello, I have been trying to follow a post you wrote in regards to weapon switching, but having a difficult time following it. Would you happen to have a mfa example I could take a look at?

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