Build 292.22 - Release version

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.
  • Hello,

    EDIT: the build 292.22 replaces the build 292.21.

    The build 292.22 is available.

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    In case of problem you can reinstall any other version (no need to uninstall first, just reinstall the patch of the build you want to reinstall).

    PS: the CF 2.5 patch updates all the installed exporters, as well as the 2.5+ DLC, you do not need to reinstall them.

    Thanks!

    Edited 16 times, last by Yves (July 28, 2020 at 12:03 PM).

  • Yay!
    Although, the limit for unique active objects is now 5000 and not 30000? Do you think this will be increased further later on?

    My project: Please login to see this link.
    - vSv

  • Android:

    All the colours are washed out / overly bright with this version - see screenshot (this is on my Huawei cell phone). They are fine prior to this version.

    Edit: This isn't all the colours - it happens only in frames that have an active picture object with transparency on top of a background - but then everything in that frame is "washed out".
    Frames without that combination, display correctly.

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    Please can you increase the Target Android Version to 10.00 We've been building with that (API 29) for a long time now.

    I note all my .apk sizes have increased by 995kb - I assume this is because of the new Gradle... and there's nothing you can do about it?

    Casual games: Please login to see this link.

    Edited once, last by Janette5 (November 22, 2019 at 6:01 PM).


  • mm never happens here what opengl version are you using?

    and please post a small mfa for me to test


    ============================================================


    I will need a small mfa example for me to check here

    device android 9, build with API 29

    o blend coeff

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    Android

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    With blend coeff different from 0 (72)


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    Android

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    Android tested with opengl 1.1, 2.0 & 3.0

    Regards,


    Fernando Vivolo

    ... new things are coming ...

    Edited once, last by Fernando (November 22, 2019 at 6:34 PM).

  • I'm using OpenGL ES 3.0

    Attached: Example .mfa
    Test Active Picture - I've attached it but it looks like the forum automatically converts .png to .jpg - so the .png is here: Please login to see this link.


    Screenshot - note the background is actually supposed to be dark - you can see that in the .mfa:

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    Then I also have this issue: Now, if the game is paused and I press the taskbar the active picture disappears / the background is pure white - and only the active objects remain. In other words the display is losing my main background and my active picture on top of it. I noted you mentioned a fix on active picture sent to background - but I've never experienced that issue on any of my devices. But now my active picture display is broken.

  • This is only happening on my cell phone. It's displaying correctly on my tablet.

    My example doesn't have the pause in it - I picked that up in the game - unless you put that in yourself.

    Edit: Once the pause loses the active picture and background, it never recovers them. It stays blank until I leave that frame - then the display recovers.

    Bug report here: Please login to see this link.
    I removed everything except the MMF bits - again Notepad might tell you not found - but they are there - I tested the application as per the .mfa I've provided and also the game that I have the issues in while taking the report.

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    Edited 2 times, last by Janette5 (November 22, 2019 at 7:11 PM).

  • mm the report you mention here does not have any crash.

    About the transparent images I notice something; android does not mimic windows, working on it (black is always transparent in android)

    this code is totally new in order to fix some implementation problem inside subapp.

    about the pause I don't see the problem here

    [FONT=Verdana,Arial,Tahoma,Calibri,Geneva,sans-serif]Please login to see this link.

    check this video and see if my test is correct if not, please make me a video and a small mfa[/FONT]

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • Even in your video the background is showing white when it should be showing dark.

    It's not just black - it does that with every image. This game worked perfectly before and it was the same on Windows and Android.

    You can see the screenshots of what it should look like here and the original video: Please login to see this link.

    And you can see a video of what they look like now here: Please login to see this link.

    I clicked on several levels - the colour of the background should be exactly the same colour as the side bar - but you can see they are all washed out and it's not just the dark colours. Towards the end I recorded the pause and what happens to the screen.

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  • Really nice update! [MENTION=5114]Yves[/MENTION] has there been any further decision on a separate child event type that allows each child event to run, then the next child event checks against the parent event if true, rather than all child events running if parent is true? I would imagine it would be in the same manner as OR (filtered) and OR(logical), having two different methods depending on the circumstance. It would be very useful for cutting down on duplicate events since I often need to retest the same condition many times against other conditions in separate events. I think you mentioned discussing it with the others at one point.

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  • Quote

    App properties, new "Alterable values for counters and strings" option: allows you to use alterable values, strings and flags in counter and string objects. Note: this option is OFF by default, to avoid beginners to be confused between alterable strings and the String object's alterable string, for example.


    RIP my hack of using movement numbers to store alterable values on strings AAAAAAAAARRRRRRRRRRGGGGGGGGGGHHHHHHHHHHHHH so much time wasted.

  • Quote

    It's not just black - it does that with every image. This game worked perfectly before and it was the same on Windows and Android.

    not in my test here with many APO object as FNAF and another Russian clone used extensively Active picture. mm is the same concept since 292.10

    Quote

    I clicked on several levels - the colour of the background should be exactly the same colour as the side bar - but you can see they are all washed out and it's not just the dark colours. Towards the end I recorded the pause and what happens to the screen.


    I will need an APK for this, but what I see here is the transparency with black in PNG and not in JPEG for example.

    =================================================================================

    Ok I found the problem with disappearing when paused (fixed) also notice that C libraries does not set Alpha correctly, working on this

    Regards,


    Fernando Vivolo

    ... new things are coming ...

    Edited once, last by Fernando (November 23, 2019 at 4:23 AM).

  • This update looks great, tons of functionality I was always interested in. I can confirm it as running with no apparent problems during initial testing of my big ol program. But before I get too thorough with checking, do you folks have any detailed description of the before/after functionality of;

    >All runtimes: in "Collide With" events, object selection was incorrect when using qualifiers.

    Is that only for collisions, not "is overlapping"? I don't use any of the former so it wouldn't impact me, but I have a ton of the latter in very complicated noodle code.
    Thanks for the update

  • This update looks great, tons of functionality I was always interested in. I can confirm it as running with no apparent problems during initial testing of my big ol program. But before I get too thorough with checking, do you folks have any detailed description of the before/after functionality of;

    >All runtimes: in "Collide With" events, object selection was incorrect when using qualifiers.

    Is that only for collisions, not "is overlapping"? I don't use any of the former so it wouldn't impact me, but I have a ton of the latter in very complicated noodle code.
    Thanks for the update

    I think it was the issue discussed in this thread:

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  • I think it was the issue discussed in this thread:

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    Correct.

    When you do "Is Object 1 overlapping Group.SomeQualifier", everything works fine, only the Group.SomeQualifier objects that collide with Object 1 are selected. But if instead of this condition you use the green "Object 1 collides with Group.SomeQualifier", then all Group.SomeQualifier objects were selected, not only the ones that collide with Object 1. This is fixed, now the green Collide With condition works like Is Overlapping.

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