Rummix - Available on android now

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.
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    So… I was just running some tests on Google Play, and somehow, I accidentally published my game. No warning, no big “Are you sure?” button—just boom, it’s live. 🤷‍♂️ Guess that’s one way to launch, right?

    I wasn’t planning to release it yet (no marketing, nothing), but since it’s out there… might as well roll with it! It’s available on Android now, and the iOS version is on the way. Give it a shot, and if you like it, leaving a review would mean a lot.

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  • The game is very nice. I tested it and sometimes I get random "this app doesn't respond" messages when I start playing. After restarting the app the problem usually disappears, but it may also re-happen after an ad (just happened once in this case though).

    The game is still running, if you click "wait" you can still play a few seconds before the message is displayed again, so it must be some secondary thread waiting for something in the background. What build did you use to build this game? and what extensions do you use? are they all up-to-date?

  • Hey Yves , thanks for trying the game!

    That issue is something I recently discovered. I had only tested on iOS devices (iPhones and iPads), where everything worked fine. But once I started testing on Android, I noticed the problem—especially on virtual devices in Android Studio.

    My Android tablet (8GB RAM) runs the game smoothly, just like iOS, so my guess is that the issue is related to low memory (RAM). On the emulator, I was able to get rid of the warning by setting the RAM to at least 3GB. Because of this, I’ve excluded devices with less than 3GB RAM from the Google Play store listing.

    I’m currently optimizing the animations—switching from large, frame-based animations to event-based ones and making sure textures follow the power-of-two rule. No special extensions used, just MT Random, Layer object, and AdMob.

    Hopefully, once the optimizations are done, the issue will be resolved. But I guess that it may be tied to memory limitations.

    I’m using the Steam version: androidinapp295update

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    I don't get any ANR anymmore with this game, I suppose you fixed it and it was automatically updated on my phone? Out of curiosity, what did you do exactly to fix the problem?

  • Yves That's great to hear—thanks for letting me know! I'm still optimizing the game, and the optimized version should be ready by the iOS release on April 6th. I was already using OGGs for sounds, but your tip helped me realize the music files were the heaviest. So instead of loading everything at launch, I now load music only when needed. That change seems to have resolved the issue.

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