Counter Object:
Would it be possible to add the vertical/horizontal alignment to the counter object?
Build 293.10 - 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.
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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Does the issue still occur in this MFA? It tracks double clicks with the key object. It also has an adjustable double click timeframe.
Please login to see this attachment.
I misunderstood the assignment. LoL. I thought the double-click issue was during the main part of Fusion, not runtime. That being said, I can confirm double-clicks are being registered at runtime using this MFA.
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I misunderstood the assignment. LoL. I thought the double-click issue was during the main part of Fusion, not runtime. That being said, I can confirm double-clicks are being registered at runtime using this MFA.
Yes, i was seapking about the use of the Fusion too itself, not about prgrams made with it.
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Yes, i was speaking about the use of the Fusion toot itself, not about programs made with it.*
Come on guys, bring back the edit function, there is no need to let the forum in semi-read-only state as the migration to the new forum seems to be in stand by since months (years?).
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I can't build with Xcode and I get an error.
I think the error is related to admob.
I will paste the error message.Please login to see this attachment.
Please login to see this attachment.I have attempted to correct the error on the first piece.
It seemed like it could have been done.
However, a subsequent build showed a second error.I would imagine.
I suspect it has something to do with the update that admob did last November 17.Please login to see this link.
Do you have a solution?
you need to install the AdMob iOS SDK 8.50+, please follow the steps provide in help
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you need to install the AdMob iOS SDK 8.50+, please follow the steps provide in help
Thanks for the comment!
The latest version of the AdMob iOS SDK is 9.4.0.
I don't think earlier versions are available for download.Builds with SDK versions from 2 years ago have been successful.
Does HELP mean this screen?
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I thought the HELP content had not changed since then.
Am I missing something? -
This happens to me if I rebuild very quickly after closing the exe. If I wait a couple of seconds before rebuilding, it doesn't happen. I use Windows 10.
I haven't had the mouse-clicking issue.
It also happens to me when i build an EXE for the first time (and for now it happened twice in two day). I had to redo the build to make it to work. But as said, i haven't biult anything from 24hours and at least one restart of the whole computer...
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Thanks for the comment!
The latest version of the AdMob iOS SDK is 9.4.0.
I don't think earlier versions are available for download.Builds with SDK versions from 2 years ago have been successful.
Does HELP mean this screen?
Please login to see this attachment.
I thought the HELP content had not changed since then.
Am I missing something?AdMob release changes normally, but inside the code you will find which version the update was done. You still can use any of the new SDK above the mention in the code, notice that the needed framework may differ from previous version, but in overall the steps are as mentioned in the help.
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AdMob release changes normally, but inside the code you will find which version the update was done. You still can use any of the new SDK above the mention in the code, notice that the needed framework may differ from previous version, but in overall the steps are as mentioned in the help.
I asked another person about this issue.
The person is a cf2.5 user.
The person tried the build.
As a result, he said that if the version of admob was 8.12, he could build, but
9.4.0 could not be built.Is the build process different between these two versions?
Are they the same? -
Can you check what version is written in your CRunAdMob.m
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Can you check what version is written in your CRunAdMob.m
//This version need Admob ios SDK 8.5+
Are you referring to this sentence on line 9?
What does "+" mean?
8.5 or later, you mean?However, I still cannot build with 9.4.0.
I am following the HELP content.
(If I'm not mistaken!)
Is the build still successful with 9.4.0 there? -
Ok, I will check what new changes have Google introduced to AdMob for iOS, meanwhile you still can build using this 8.5.0
Please login to see this link.
according to google, the frameworks needed are:
"AudioToolbox",
"AVFoundation",
"CFNetwork",
"CoreGraphics",
"CoreMedia",
"CoreTelephony",
"CoreVideo",
"MediaPlayer",
"MessageUI",
"MobileCoreServices",
"QuartzCore",
"Security",
"StoreKit",
"SystemConfiguration" -
Ok, I will check what new changes have Google introduced to AdMob for iOS, meanwhile you still can build using this 8.5.0
Please login to see this link.
according to google, the frameworks needed are:
"AudioToolbox",
"AVFoundation",
"CFNetwork",
"CoreGraphics",
"CoreMedia",
"CoreTelephony",
"CoreVideo",
"MediaPlayer",
"MessageUI",
"MobileCoreServices",
"QuartzCore",
"Security",
"StoreKit",
"SystemConfiguration"I could build!
I have also added the following framework"AdSupport.framework"
"AppTrackingTransparency.framework"And the following operations were also required
・Right-click on Custom iOS Target Properties in the Info tab of XCode's Project Properties.
・Select Add Row and add the following two rows– GADIsAdManagerApp → Boolean → Yes
– GADApplicationIdentifier → String →ca-app-pub-XXXXXXX~XXXXXXXX (App ID)thanks!
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Hello everyone,
I've got a bug for years with the "Menu Bar" in fusion and at the moment I'm using the Build 293.10 Steam Version. It was suggested by NaitorStudios to post on this thread since BugBox is Offline.
The actual thing is that the "Menu Bar" behavior with the "Alt" button is weird. Even if you keep the "Menu Bar" enable or disables or even if you change menus in it or keep it the defaults option the bug happen.
The bug itself is that the Application is "Pausing" or "Slowing" depending on the option of "Run while minimized" and "Run while resizing" is toggle or not when you press the TAB button.
To make the bug happen, change the application window with ALT-TAB for example then come back to the game and just press ALT. The application will pause. You absolutely need to defocus the application and refocus it.
(You don't need any Fullscreen mode or anything)
If you use the option "Run while minimized" and "Run while resizing" in the game properties the game won't "Pause" but the game will be laggy with about 30 FPS visually and practically it output that the framerate is actually about 30-40FPSI tried a lot of thing to make a workaround it with extension and such but I didn't find any solution yet. A workaround might do for now but it seems that many Fusion game suffer from this and some developers might not even know. (At the moment there is no such way to completely disable the "Menu Bar" it's only possible to not show it and you cannot even remove everything inside of it because it come back if you do so. It's been for years)
Here's an MFA file with the same information in it. Please login to see this link.
(There is also the attachment here : Please login to see this attachment.. If the link is not working at the moment that you wanna download the example, message me for the MFA)Side notes : I've tried other Fusion game like Inexistance and it seems to do the same bug, Then I tried FNaF 3 and it didn't. :o
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//FrUm GlitchyDust!!1!
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I wonder if a feature could be added for a string object that disables that Anti analysing. I'd like to use some Retro pixel fonts in the project but on different sizes, they are all blurred. Simply Turn the AA ON/OFF checkbox. You are forced to create a custom blitter or to use an extension.
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Fonts are vector-based, so I don't know if what you want is possible. Even if a font is in a retro block style, the moment you scale it to where a line doesn't perfectly align with the monitor's pixels (more likely to happen than not) , the OS has no choice but to try and display that line 'between' pixels (ie. Anti alias it). I guess you could get hard edges if it used a 'nearest neighbour' interpolation to render the font, but that would likely mess up the the intended aesthetic of the font (eg. by displaying the left line in an H as 2 pixels wide, and the right line as 1 pixel wide). So it wouldn't be antialiased, but it wouldn't quite look like the font was intended either.
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I wonder if a feature could be added for a string object that disables that Anti analysing. I'd like to use some Retro pixel fonts in the project but on different sizes, they are all blurred. Simply Turn the AA ON/OFF checkbox. You are forced to create a custom blitter or to use an extension.
I've made a shader that can be used to remove antialiasing from strings, it's not perfect by any means but it does help with being unable to completely turn off antialiasing on DX11.
Tag me on ClickConverse and I can send it to you. -
Hello, could I get an urgent bug fix please?
When I export my game to Android in the newest release 293.10 all the particles change their direction to right even though their direction is something else in game editor.
This bug has been present for more than half a year now and I can't finish my game when it exists.
Thanks in advance! -
Hello, could I get an urgent bug fix please?
When I export my game to Android in the newest release 293.10 all the particles change their direction to right even though their direction is something else in game editor.
This bug has been present for more than half a year now and I can't finish my game when it exists.
Thanks in advance!i will provide you with a fix for this is you want to try it.
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I notice that the action "Add to the backdrop" won't care about active object scale and rotation. It will simply paste original image but it's not very usefull to ignore theses properties. Do you plan to fix this ?
I join a simple sample that show the issue.
Thank you !
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