Support for editor on Apple Silicon

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  • The original Apple Silicon hardware, the M1 Mac mini has just been discontinued, about 2 and a half years after it was first released. The only remaining Intel based Mac is the Mac Pro.

    Are we any closer to being able to make games on Apple Silicon Macs?

  • The original Apple Silicon hardware, the M1 Mac mini has just been discontinued, about 2 and a half years after it was first released. The only remaining Intel based Mac is the Mac Pro.

    Are we any closer to being able to make games on Apple Silicon Macs?


    Just to echo what defisym said, the lack of support for 32-bit apps on Mac is the primary reason that the editor cannot run on newer Macs. The Mac editor itself is contained in a custom Wine wrapper due to how heavily it relies on Windows libraries to function. You should be able to run the Windows version under Parallels on Mac though.

    There has been a notice on the Please login to see this link. for a few years now which says that Clickteam is working to address the lack of support on non-32 bit systems, but I don't know the status of this.

    Sorry if that's not the answer you were looking for, but there is some good news in terms of Fusion games on Mac. The ability to export apps compatible with non-Intel Macs was added in Please login to see this link., so your games should run just fine. Mac, iOS, and Android also got shader support in this update as well (with a few limitations outlined in the previously linked PDF).

    Edited once, last by tobydavis (January 18, 2023 at 4:08 PM).

  • Running things under emulation doesn't work now, because Parallels and such are for ARM versions of Windows.

    Intel Macs are basically no longer sold by Apple, so it's increasingly getting impossible to develop games on a Mac without having to resort to much older and unsupported hardware.

  • Running things under emulation doesn't work now, because Parallels and such are for ARM versions of Windows.

    Intel Macs are basically no longer sold by Apple, so it's increasingly getting impossible to develop games on a Mac without having to resort to much older and unsupported hardware.

    I run CTF Developer 2.5+ version 294.14 on a silicon Mac (Mac mini Apple M1) on macOS Ventura 13.0.1 using Parallels Desktop 18.1.1 for Mac and Windows 11 Pro (ARM) and it works perfectly. An Apple M1 processor can run Windows on ARM faster than Microsoft's own hardware.

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  • I'm glad that works for you. I'll check it out but do I need to know how to use Windows or does ClickTeam Fusion run as a standalone window?

    You install the entire Windows operating system within the Parallels Virtual Machine, so it's just like using Windows on a normal Windows PC. Parallels has a system called 'Coherence' mode so you can have the Clickteam Fusion icon in your Mac Dock along with all your favourite Mac apps and just launch CTF in its own window on the Mac desktop, without seeing the Windows OS behind it.

    Here's a screen shot of Clickteam Fusion on macOS Ventura in Parallels Coherance:

    Please login to see this attachment.

  • I also have an M1 MacBook Air 2020 with 16GB of RAM and 512GB SSD, and I'm running Clickteam Fusion on it under Windows 11 on ARM in Parallels Desktop as well.

    From what I found, a minimum of 16GB of RAM is a must as the Windows 11 on ARM installation in the Parallels Desktop creation wizard is selecting 6GB of RAM by default. So the base MacBook Air 2020 M1 model with the 8GB of RAM is not recommended for virtualization as it will only leave 2GB of RAM for the host Mac OS; the base 2020 M1 model also has a slower 256GB SSD compared to the much faster 512GB model, so take these details into consideration if you're having issues or if you're planning on buying a used/new MacBook with Apple silicon inside.

    While it mostly works okay, I did found that after some time that I'm using the engine, it suddenly starts to behave slow and takes a second or two to respond to varies tasks, like when I'm trying to add / edit events, while it doesn't behave like this when I'm running the engine natively on my Windows 10 PC, which has an old Intel i7 6th gen processor on it by the way. But for most parts I find it a nice solution for the time being until if and when the entire engine is redesigned in a 64-bit form, which could then be supported under the 64-bit only OS by Apple. But frankly, I don't think that this would be an easy task for Clickteam to do. Perhaps on Clickteam Fusion 3. ;)

    By the way, I was never able to scroll correctly with the MacBook trackpad in the virtual Windows 11, and found that an external mouse with a physical scrolling wheel is a must to either scroll in Windows under Parallels or in Clickteam Fusion in particular. And if you happen to use the Logitech Master MX series mouse which is quite popular, don't install its Options/Options+ app as this will make the scrolling in Window worse the same as using the trackpad. I just find it out and uninstalled the app and my Logitech Master MX 3s is finally scrolling correctly in both Windows and Clickteam Fusion.

    Hope this helps.

  • I also have an M1 MacBook Air 2020 with 16GB of RAM and 512GB SSD, and I'm running Clickteam Fusion on it under Windows 11 on ARM in Parallels Desktop as well.

    From what I found, a minimum of 16GB of RAM is a must as the Windows 11 on ARM installation in the Parallels Desktop creation wizard is selecting 6GB of RAM by default. So the base MacBook Air 2020 M1 model with the 8GB of RAM is not recommended for virtualization as it will only leave 2GB of RAM for the host Mac OS; the base 2020 M1 model also has a slower 256GB SSD compared to the much faster 512GB model, so take these details into consideration if you're having issues or if you're planning on buying a used/new MacBook with Apple silicon inside.

    While it mostly works okay, I did found that after some time that I'm using the engine, it suddenly starts to behave slow and takes a second or two to respond to varies tasks, like when I'm trying to add / edit events, while it doesn't behave like this when I'm running the engine natively on my Windows 10 PC, which has an old Intel i7 6th gen processor on it by the way. But for most parts I find it a nice solution for the time being until if and when the entire engine is redesigned in a 64-bit form, which could then be supported under the 64-bit only OS by Apple. But frankly, I don't think that this would be an easy task for Clickteam to do. Perhaps on Clickteam Fusion 3. ;)

    By the way, I was never able to scroll correctly with the MacBook trackpad in the virtual Windows 11, and found that an external mouse with a physical scrolling wheel is a must to either scroll in Windows under Parallels or in Clickteam Fusion in particular. And if you happen to use the Logitech Master MX series mouse which is quite popular, don't install its Options/Options+ app as this will make the scrolling in Window worse the same as using the trackpad. I just find it out and uninstalled the app and my Logitech Master MX 3s is finally scrolling correctly in both Windows and Clickteam Fusion.

    Hope this helps.

    I also have 16GB of RAM on my M1 Mac mini and as goldeng said, this must be the best option in order to leave enough RAM for your host Mac. The automatic recommended CPU & memory configuration for the Windows 11 VM on my Mac mini is 4 CPUs and 6GB RAM, but I did a manual configuration and I allocated 2 processors out of the available 8 and 4GB out of the available 16GB. For me this works very swiftly and smoothly. I use an Apple Magic Trackpad and haven't found any scrolling problems or any of the sudden slowdown issues that goldeng found. I used to have Windows PCs before I bought my first Mac mini and to me it feels like I'm running Clickteam Fusion natively on a Windows PC.

  • I also have 16GB of RAM on my M1 Mac mini and as goldeng said, this must be the best option in order to leave enough RAM for your host Mac. The automatic recommended CPU & memory configuration for the Windows 11 VM on my Mac mini is 4 CPUs and 6GB RAM, but I did a manual configuration and I allocated 2 processors out of the available 8 and 4GB out of the available 16GB. For me this works very swiftly and smoothly. I use an Apple Magic Trackpad and haven't found any scrolling problems or any of the sudden slowdown issues that goldeng found. I used to have Windows PCs before I bought my first Mac mini and to me it feels like I'm running Clickteam Fusion natively on a Windows PC.

    Thanks for the input. I wonder if the external Magic Trackpad you're using with your Mac mini has the external mouse compatibility with scrolling in Windows environment. Maybe the issue I'm facing is with the built-in MacBook Air trackpad; it also happens when I'm remoting my main PC with the Remote Desktop app. Can you pinch-zoom in and out with your Magic Trackpad in small zoom level steps in the frame and picture editors?

    Edited 2 times, last by goldeng (January 27, 2023 at 8:49 AM).

  • Hi goldeng, I can pinch-zoom in steps, but I don't know how small the steps that you can do are. The pinch-zoom steps I can do on the trackpad are the same as if you are using the zoom slider bar next to the magnifying glass icon.

    Thanks for letting me know. I really don't know then what's the issue with the built-in trackpad and the scrolling in Windows; many Mac users (according to google search) seem to have scrolling issues from their Macs to Windows environments. Are you running the guest Win 11 in Parallels Desktop too, or perhaps other virtualization program?

    As for the delay issues I'm having, I will upload shortly a video describing this; this occurred to me last night even on a mostly empty project...

  • Parallels Desktop 18.1.1

    Thanks, same here.

    Just when I saw the delay issue and wanted to capture it, it stopped happening. I found that it happens right after closing the running application I'm working on and getting back to doing stuff in the Event Editor; it just takes about a second or two after the application is fully closed before the engine returns to respond, hence any click I make in the engine right after the application is closed responses after that second or two. I expect it to happen again further on as I encounter it all the time while working in Clickteam Fusion on my Mac. When it happens again I hope to manage to capture it to show what I mean.

    Regarding the pinch-zoom issue, I tried messing around with the trackpad settings in both Mac OS and Windows, and I'm also not sure what happened but now I'm not able to pinch-zoom in the Frame Editor at all - it just scrolls horizontally. In the Picture Editor however pinch-zoom seems to be working now, but only around 80% of the times; about 20% of the times the pinch-zoom only moves the cursor in a diagonal direction and I need lift my fingers and put them on the trackpad again.

    If you can share your Mac OS and Windows trackpad settings that would be great as I could try to tune the settings the same and provide an input if it solved the issue.
    - In Mac OS: the Trackpad menu (in your case this should be a Bluetooth Trackpad) has 3 panels: Point & Click, Scroll & Zoom and More Gestures.
    - Also in Mac OS: there are also trackpad settings under the Accessibility section -> Pointer Control. Inside there's an even more sub-menu called Trackpad Options.
    - In Windows 11: go to Settings -> Bluetooth & devices -> Touchpad.

    I'm attaching below screenshots from how it looks on my systems.

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    Edited 2 times, last by goldeng (January 27, 2023 at 10:52 AM).

  • If you can share your Mac OS and Windows trackpad settings that would be great as I could try to tune the settings the same and provide an input if it solved the issue.

    Here are my screenshots:

    Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.

  • Here are my screenshots:

    Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.

    Thank you so much for sharing! I compared it to mine and it is mostly the same. I even tweaked mine to be exactly like yours where it was different but unfortunately I still can't pinch-zoom in the Frame Editor...

    By the way, attached a video of the delay I'm having after closing an application and return to doing varies simple clicking tasks in the engine. If anyone could shine some light about this issue and how to solve this I'd be happy to hear. Thanks!

    Please login to see this attachment.

  • Thank you so much for sharing! I compared it to mine and it is mostly the same. I even tweaked mine to be exactly like yours where it was different but unfortunately I still can't pinch-zoom in the Frame Editor...

    By the way, attached a video of the delay I'm having after closing an application and return to doing varies simple clicking tasks in the engine. If anyone could shine some light about this issue and how to solve this I'd be happy to hear. Thanks!

    Please login to see this attachment.

    I guess the pinch-zoom issue for MacBook trackpads is a bug that Parallels needs to solve. I followed what you did in your video, but I don't have any delay - everything opens instantly.

  • If you're using the Mac editor, I'm currently using UTM (free) to run Mac 32-bit OS on my M1 Mac ARM64.
    UTM is solely for running on a host Mac, and it runs a client Windows as well.

    With some luck, it would be possible to use the DarkEdif extension SDK to write code for Windows, Android, iOS and Mac, from one codebase. The former three are already possible. Might put some more life in the Mac exporter.

    Darkwire Software Lead Programmer (C++ & C#)
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  • Hi everyone, hope you're all doing well.

    Wish to ask if there's any progress with an Apple silicon editor? Really wish I could use the editor natively on my Mac without needing to run Parallels Desktop + Win11 in the background; programs running in Parallels has many problems such as unsmooth performance, lags and sound issues. Not to mention the terrible battery consumption when Parallels is running in the background which really "eats" the battery...

    Thanks

    EDIT:
    Just got a reply from Jeff to a ticket I raised in question about this, and I was told that Clickteam don't expect to see Fusion 2.5 running native on 64 bit MAC operating systems. So personally (and unwillingly), if I want to develop games on my M1 Mac I will have to go look for an alternate program that runs natively on Apple silicon Macs. Or less convenient but still possible, to connect to my PC from my Mac and to run Fusion remotely.

    Edited 7 times, last by goldeng (January 1, 2024 at 9:41 PM).

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