Build 295.10 - 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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I think it probably adds it to the selection ok. I think the problem is most likely this:
Please login to see this picture.
I've been caught by this myself before. The problem is that in the highlighted bit of the expression, you're referencing a counter that doesn't yet exist (because the action hasn't executed yet since Fusion is still midway through reading and processing it). So the first time the loop runs, OHeight will be 0. I guess the subsequent loops should work properly (they will reference previously created instances of the counter, which is not what you intended, but since all the instances presumably have the same height, this shouldn't matter). When you use the old create method, you position the counter in a separate action, after the counter has already been created in a previous action, which is why you don't get this problem.
If the height of the counter will never change, then just hardcode that piece of the expression. Otherwise, Y position it in a separate action.
Yeah, seems like replacing OHeight with a hardcoded value fixed it, but the issue you described isn't really what I was seeing.
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The Y position was set properly (the numbers are aligned with the circles) but setting the counter and the X position wasn't working. No clue what happened here, but at least it's fixed now.
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I still get Events messed up when deleting a group that has sub groups and child events.
For example here, i will delete the "Multiplayer" group:
Please login to see this attachment.And that's the result:
Please login to see this attachment. -
I still get Events messed up when deleting a group that has sub groups and child events.
For example here, i will delete the "Multiplayer" group:
Please login to see this attachment.And that's the result:
Please login to see this attachment.Do you have a MFA that I could check? I've one that shows a similar issue but it seems due to deleting Create Object actions rather than a group/children combination (not 100% sure though).
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Unfortunately i don't know how to recreate this issue. But to me it's related to child events. Because i deleted every "create" events and the issue remains.
For example, i have a small group that only has child events, i removed every "create" events and it still bugs.
Please login to see this attachment.
Please login to see this attachment.PS: Even if i delete every single event present in the group, deleting the group while it is empty will creates the issue.
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BUG: Text Objects wont display certain UTF-16 characters at runtime while in DX11. Only Entry Fields (Edit Box, List Object) are capable of displaying this text.
I'm localizing my game and adding a Virtual Korean Keyboard. I've discovered that for whatever reason, you cannot load basic Korean Characters like "ㄱ" (essentially Korean's Consonants and Vowels) and they will simply display as "▯".
Example File (MFA + TTF Font): Please login to see this attachment.
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BUG: Text Objects wont display certain UTF-16 characters at runtime while in DX11. Only Entry Fields (Edit Box, List Object) are capable of displaying this text.
I'm localizing my game and adding a Virtual Korean Keyboard. I've discovered that for whatever reason, you cannot load basic Korean Characters like "ㄱ" (essentially Korean's Consonants and Vowels) and they will simply display as "▯".
Example File (MFA + TTF Font): Please login to see this attachment.
In DX11 mode the text renderer only uses the character glyphes that are included in the TTF font. If a glyphe is missing, it's displayed as "▯". In the Edit Box and List object, or in DX9 mode, the text is displayed by Windows, and Windows gets the missing characters (I guess) from other, close fonts. You need to find a TTF font that contains the characters you need.
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Can you make it possible to use .anm files on android and export them as files in the game itself to use as a normal .anm file later?
It would be very good for the skinning system in the game -
I am getting crash on frame to frame transition (command: Jump to frame), where in non beta I had no issues before. In the latest beta my app crashes randomly (closes out of blue on jump to frame), when I add debugobject it returns me this error (attachement image). I couldn't figure out what is cause, seems it's latest build. Works on old version (without betas).
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Is the Debug object up-to-date on your machine? Seems OK here.
Otherwise, try to disable the new "Crash: display last event line" option.
EDIT: ah I misunderstood, I thought the crash was due to the Debug object, ignore my answer.
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I am getting crash on frame to frame transition (command: Jump to frame), where in non beta I had no issues before. In the latest beta my app crashes randomly (closes out of blue on jump to frame), when I add debugobject it returns me this error (attachement image). I couldn't figure out what is cause, seems it's latest build. Works on old version (without betas).
This might be due to the same problem I had, with jump to frame with debugger open causing crashes. If so it should be fixed with the next update.
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In 295.5, if ‘preload’ is selected:
Sound effects seems to be muting/glitching if they are too frequent in Android runtime.
For example a periodic blip under every 0.12 sc. In Windows runtime they are fine.
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I'm experiencing similar issues too, only on android as Windows and iOS behave just fine, though i'm unfortunately unable to find the exact way to reproduce.
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In 295.5, if ‘preload’ is selected:
Sound effects seems to be muting/glitching if they are too frequent in Android runtime.
For example a periodic blip under every 0.12 sc. In Windows runtime they are fine.
Thank you for the report. Some things have been fixed in build 295.6, but if possible could you post a little MFA that shows the issue please, so that we make sure it's fixed.
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It's impossible to build an iOS project with Xcode when using GDPR object, because the file use obsolete references like "PersonalizedAdConsent/PersonalizedAdConsent.h" instead of "UserMessagingPlatform/UserMessagingPlatform.h" or "PACConsentForm" instead of "UMPConsentForm" and a lot more... The whole CRunGDPRConsent file seems outdated.
Also, i'm reporting this since a loooooong time, but when you build an iOS project in Fusion, when you open it in xCode, Display Name, version and build are empty! They are correctly filled in the .plist file but not in the project properties where i always need to fill thos field manually every time.
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Thank you for the report. Some things have been fixed in build 295.6, but if possible could you post a little MFA that shows the issue please, so that we make sure it's fixed.
hi Yves, please find attached the mfa file. the issue also seems to be sample specific.
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hi Yves, please find attached the mfa file. the issue also seems to be sample specific.
Thanks !
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With iOS Game Center Connect Object we are also missing a condition to detect if an user cancelled the Game Center login UI box. Something like "on login failed" that is available for Google Play Connect for example.
Can you add this? -
In new runtime i expierience that an iOS app is crashing when "Started Interruption" is happening (changing to another app)
found the problem: setting the font size of an invisible list object at start of frame was the problem. weird actually
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Can Actives/objects have a checkbox to include animations at build?
similar to the new option "Don't include at build time" on every object.
but called "Don't include animations at build time"with the new .anm option. we can load active animation data externally.. but building a mfa the data remain in the active if not cleared. its getting annoying to go to every active, clearing animations, build then reverting it for to continue work in the mfa everytime when it needs to build. :O
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