Why doesn't CF have global flags? It would be a useful option.
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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Not yet. We'll release the next beta (build 296) with this fix in November.
Ok thank you. Also the change log doesn't say anything about the iOS IAP crash fixe i've tested with Fernando, this fix is really important because it fixes an issue where getting SKU made the app to crash since years.
He also fixed a crash issue with CImageBank.m. Are thoses fixes in this new build? -
In this mfa you can see that laser collides correctly only when his angle equals 0
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In this mfa you can see that laser collides correctly only when his angle equals 0
Deselect "use fine detection" to fix it.
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Update: the build 295.9 is available (release candidate, = you have to install it like beta versions, it will be validated as official version tomorrow).
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In my game there is a cutscene and the gameplay that this cutscene leads to.
So, in the cutscene, you can just wait and go to the gameplay, or hold down the screen, skip the cutscene and go to the gameplay.
In general, if you skip a cutscene by holding the screen, the game crashes. But if you wait, then everything is ok. Please fix this, this problem is very annoying. -
Deselect "use fine detection" to fix it.
Then there will be another bug
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Why doesn't CF have global flags? It would be a useful option.
is that necessary? just drop and active object, and make it global to the application.
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In my game there is a cutscene and the gameplay that this cutscene leads to.
So, in the cutscene, you can just wait and go to the gameplay, or hold down the screen, skip the cutscene and go to the gameplay.
In general, if you skip a cutscene by holding the screen, the game crashes. But if you wait, then everything is ok. Please fix this, this problem is very annoying.Could post a little MFA that shows the problem please? Cannot reproduce it. Plus tons of games do this and don't crash.
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If it's not too time consuming to implement, would we be able to get alpha transparency added to the grid in the frame editor.
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Consider options for previewing the view of the previous frame of the animation in the graphics editor or even a selected number of them in the editor's settings. This would help in setting action points, hotspots, or creating animations.
is that necessary? just drop and active object, and make it global to the application.
Yes, that's right. In that case, we can also remove global values and text because we can add an object and make it global... I somehow don't intend to create a new object in each of the 300 frames of the game just to have one global flag. -
There are critical issues with the Android app in r295.9.
Starting from this month, in order to update apps on Google Play, it's mandatory to target API 33, so I've upgraded to r295.9.
On my devices, SC-41A and C19Pro, the creation or updating of active pictures has become abnormally slow. Especially when switching to scenes that use a large number of active pictures, it takes more than 10 times longer than when I was on r294. I haven't been able to pinpoint the exact conditions yet, but there are some pictures where size adjustments aren't applied. Furthermore, in emulator environments like Bluestacks and Nox Player, active pictures are not displayed at all.
There are also issues with the string objects; many string objects in my game have stopped displaying. Despite being displayed under the same conditions, some strings are shown while others are not. I had placed active objects as text tables below the strings and used collision detection to synchronize the display and operations, which leads me to believe that the collision detection might be broken.
The extreme delay in creating or updating active pictures, combined with the strings and active pictures not displaying correctly, has caused my game to collapse entirely. Even though my testing environment is limited, I believe these issues would likely be present in many other environments as well. My game is ready to submit a patch containing significant bug fixes to Google Play. I am eager to update it urgently. However, I am in a tight spot because I can't proceed with the submission given these problems.
I want to identify the cause and prepare a reproducible MFA, but due to work commitments, it will be challenging to allocate time for Fusion2.5 for the next four days. I'd appreciate assistance in investigating the anomalies with the active pictures and string objects.
These issues were not present in r294.14. As a temporary measure, is it possible to revert the active pictures and string objects back to their state in r294.14 and only make them compatible with API 33? Your assistance would be greatly appreciated.
Please login to see this attachment.
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Consider options for previewing the view of the previous frame of the animation in the graphics editor or even a selected number of them in the editor's settings. This would help in setting action points, hotspots, or creating animations.
Already exists in the animation editor
Please login to see this link. -
There are critical issues with the Android app in r295.9.
Starting from this month, in order to update apps on Google Play, it's mandatory to target API 33, so I've upgraded to r295.9.
On my devices, SC-41A and C19Pro, the creation or updating of active pictures has become abnormally slow. Especially when switching to scenes that use a large number of active pictures, it takes more than 10 times longer than when I was on r294. I haven't been able to pinpoint the exact conditions yet, but there are some pictures where size adjustments aren't applied. Furthermore, in emulator environments like Bluestacks and Nox Player, active pictures are not displayed at all.
There are also issues with the string objects; many string objects in my game have stopped displaying. Despite being displayed under the same conditions, some strings are shown while others are not. I had placed active objects as text tables below the strings and used collision detection to synchronize the display and operations, which leads me to believe that the collision detection might be broken.
The extreme delay in creating or updating active pictures, combined with the strings and active pictures not displaying correctly, has caused my game to collapse entirely. Even though my testing environment is limited, I believe these issues would likely be present in many other environments as well. My game is ready to submit a patch containing significant bug fixes to Google Play. I am eager to update it urgently. However, I am in a tight spot because I can't proceed with the submission given these problems.
I want to identify the cause and prepare a reproducible MFA, but due to work commitments, it will be challenging to allocate time for Fusion2.5 for the next four days. I'd appreciate assistance in investigating the anomalies with the active pictures and string objects.
These issues were not present in r294.14. As a temporary measure, is it possible to revert the active pictures and string objects back to their state in r294.14 and only make them compatible with API 33? Your assistance would be greatly appreciated.
Please login to see this attachment.
can you share a small MFA, or better send me a link for this APK, but please explain where does the APO images come from, data elements, folder, external, data storage, internet, i am not sure also why you are having issues with string since nothing relevant, are them pure string?.
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Consider options for previewing the view of the previous frame of the animation in the graphics editor or even a selected number of them in the editor's settings. This would help in setting action points, hotspots, or creating animations.
Yes, that's right. In that case, we can also remove global values and text because we can add an object and make it global... I somehow don't intend to create a new object in each of the 300 frames of the game just to have one global flag.
righto.... XD
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Start new MFA ->
Add Active Object ->
Animations -> New -> 'Animation 12'
Right Click in the tiny space below Animation 12 in the animations list.
Click on the greyed out 'Delete' -> Crash
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Thanks for the update, Clickteam! I'm looking forward to a lot of these improvements and optimizations!
One of the things I noted on the last version was that the caret position of an Edit Object wasn't being updated when using the left or right arrow keys. This still seems to be the case, even though it's mentioned as fixed in the patch notes. I have an edit box, and an alterable value that is set to whatever the caret position is of the Edit Object. When typing, it updates just fine, but when using the left or right arrow keys, the caret position changes in the Edit Object, but the alterable value does not change until an actual key is pressed.
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Thanks for the update, Clickteam! I'm looking forward to a lot of these improvements and optimizations!
One of the things I noted on the last version was that the caret position of an Edit Object wasn't being updated when using the left or right arrow keys. This still seems to be the case, even though it's mentioned as fixed in the patch notes. I have an edit box, and an alterable value that is set to whatever the caret position is of the Edit Object. When typing, it updates just fine, but when using the left or right arrow keys, the caret position changes in the Edit Object, but the alterable value does not change until an actual key is pressed.
You're right, sorry, not sure what happened, this will be fixed in the next update. -
Small feature request: would it be possible to have a "get sample channel" option?
So after a sample has started playing we can retrieve the channel it is being played on?
This would enable a lot of nice things, like being able to alter the volume, panning, frequency, etc of a sample while its playing, even if multiples of the same sample are being played.
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You're right, sorry, not sure what happened, this will be fixed in the next update.
Thank you! And I appreciate your hard work keeping up with everyone's requests!
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