Beta 8 after build 254

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.
  • Hello,

    The 8th beta of the iOS runtime after the official release of the build 254 is available.

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    Note: you can also install this beta with the "Beta 3 after build 254" global patch available in the MMF2 Owners forum, it contains this update and doesn't prompt you for your serial number.

    Thanks for testing!

    Yves.


    Bug fixes and new features in Beta 8

    - Fixed mouse and multitouch coordinate bug in scrolled games
    - Resets the touch state after leaving iOS video fullscreen (the first fix didn't seem to work for all people)
    - No more warnings in the console after the recent beta when using too small list objects
    - Rare crash when restarting the frame
    - Flash : Question object was not responding to mouse clicks


    Bug fixes and new features in Beta 7

    - Setting an ink-effect manually could accidentally set it's semitransparency ratio as well
    - Positioning of UI elements in subapps were wrong
    - Mouse/touch coordinates were wrong inside subapps if the parent frame was scrolled
    - Advanced scrolling fadeout bug
    - CreateByName could crash when creating objects
    - CreateByName backdrops not being aligned correctly
    - Active Picture object had a wrong bounding box routine which made it invisible under certain circumstances.
    - iOS video object captured mouse input when it had gone fullscreen
    - Crash if string object had no paragraph
    - Get object now uses UTF8 encoding to be able to get all sorts of accented strings (needs a bit more testing)
    - Added backdrops could have a badly adjusted hotspot (needs a bit more testing)
    - Crash when textures were reuploaded (appeared in beta6)
    - Some fade-in transitions would not show (appeared in beta6)
    - Ellipse rendering in quick backdrops was not working
    - More accurate initial user interface orientation detection.- Note: It is still wrong in the simulator sometimes. This is because of a bug in the API.
    - INI, Hiscores, List object : saved data are now saved in the document directory of the bundle.
    - Looping sounds could not be paused
    - Array object : global arrays were released when loading an array from a file, causing crashs and misbehaviors later
    - Active System Box object : texts containing accents were not displayed
    - Array object : accent in array files were not properly loaded.
    - Active system box : object did not respond to click once the frame was scrolled


    Bug fixes and new features in Beta 6

    - Initial orientation was wrong on some devices (caused Game Center to mess up)
    - Replace color now works
    - List object should now be sized more closely to how it is sized in the frame editor
    - Active picture offset scroll would go the wrong direction
    - Active picture: The position would be adjusted wrong when the hotspot was updated
    - Problem when the runtime reuploaded a texture to the graphics card
    - Add backdrop of an object set to no collision had no effect on the collision mask
    - Drag & drop movement did not work in a scrolling frame
    - Drag & drop movement refused to move an object if it was laying over a larger non-sprite object
    - A displayable extension object under an active object prevented it from being dragged
    - Left$ Right$ crashed when given a negative parameter
    - String object were not vertically centered or aligned on the bottom


    Bug fixes and new features in Beta 5

    - iOS : optimization of the "On Loop" condition when used with a simple string constant (most of the cases)
    - iOS : transitions didn't work on scaled/rotated objects (and now work with some ink-effects too)
    - iOS / Date & time object : crash in clock mode
    - iOS / bug in beta 4 : string constants return erratic values after a restart frame or a fade in transition
    - iOS / Multi-Touch object : event editor now displays the object icon before the conditions
    - iOS / Leaderboard object : icon display before condition "An error has occured"
    - iOS / Leaderboard object : getting the title of the leaderboard stopped all communications with the server
    - iOS / Button : fully opaque images were wrong
    - iOS / Easing object : expressions returned wrong values
    - iOS / Active Picture object : crash on iPad when picking image from selector
    - iOS / Active Picture : didn't use the resizing resample method
    - iOS / Active object : sometimes animations didn't end properly during lag/low framerate scenarios causing problems in games relying on the current animation frame
    - iOS / non unicode version : Fixed some strings failing to load because of a special character
    - PC runtime : applications that contain objects without Data/Runtime MFX file could crash when you ran them from MMF2.


    Bug fixes and new features in Beta 4

    - Screen orientation issues with GameCenter and Q&A object
    - Several performance optimizations in Score object, expression evaluation, Quick backdrop rendering, string expression parameters
    - Could not change INK effect to monochrome
    - Possible fix for iOS Store crash when invalid data is returned from the store
    - Object selection bug causing crashes in ForEach object and sometimes incorrect selection in CreateByName extension and Easing object
    - iOS Video object crashed if the file resource was missing
    - iOS Video object could obstruct input events after it was removed from the frame
    - iOS / iOS button and Button objects : change text action had no effect
    - Animations didn't sometimes end properly during lag/low framerate scenarios causing problems in games relying on the current animation frame (will be fixed in SWF and Java exporters in the next full update).


    Bug fixes and new features in Beta 3

    - Crash in when Game Center authenticated local player
    - Global array could use incorrect old data
    - Counters not appearing until changed
    - SubApp 'every' event triggers like crazy after a pause
    - Quick backdrop mosaic draw issue
    - MoveIt crash
    - Fixed filtering setting (resampling) on objects with the quality setting not always working
    - Backdrop sprite ordering bug
    - Game Center crashes in several conditions when sending and receiving data
    - Flickering screen during pauses
    - Possible crash when app goes to the background if the game is graphically complex (slow FPS)
    - ForEach crash
    - iOS Buttons not changing text properly
    - Excessive CPU usage of the Date & Time object
    - Button object : change text had no effect
    - Animations didn't sometimes end properly during lag/low framerate scenarios causing problems in games relying on the current animation frame
    - String object was cuting long words, resulting in Chinese or Japanese words being half displayed
    - Ini object : data was incorectly written in Unicode applications, and could cause a crash when read back.
    - Unicode : actions containing a string were not read correctly, and sometimes crashed the runtime
    - PC runtime : crash when you use several instances of the same global object and several of these instances have different alterable strings (this issue had been fixed previously, but not entirely).


    Bug fixes and new features in Beta 2

    - New: ForEach object has been ported to iOS!
    - New: CreateByName object has been ported to iOS!
    - Optimized the core comparison conditions and expression evaluation. Complex games with many events should now run better.
    - Optimized speed of hidden string objects
    - Optimized counter object performance by 300%
    - Optimized "mosaic" Quick Backdrop drawing
    - Less memory consumption during image loading
    - Faster loading of certain image resources (like Active Picture)
    - Crash in movements that did not properly set the direction of objects in the 0..31 range. (like Pinball movement)
    - Animations didn't sometimes end properly during lag/low framerate scenarios causing problems in games relying on the current animation frame
    - Sounds not working when played from subapps
    - iAD rotation problem (log error message)
    - Array object crash when handling global arrays in combination with 'save' and 'load' array from file actions.
    - Clickteam Movement Controller crash in 'set object' action if the object doesn't exist at the time of the call.
    - Subtract INK-effect didn't use the alpha-coefficient
    - All graphics now use nearest neighbor image filtering (pixelated) unless otherwise is stated when you set the quality value in 'set scale' or 'set angle' actions.
    - Active Picture now no longer pauses the game while downloading an image from an URL. Note: The image name expression will keep returning the old image name until the new image has successfully been downloaded.
    - Joystick images and buttons could have their transparency messed up. This was caused by a buggy XCode setting (Compress PNG images)
    - Small memory leak in Game Center 'get category' expression
    - iOS : memory leak in sounds caused the application to quit abruptly after running for several minutes
    - iOS, Game Center Leaderboard object : "Category" has been replaced by "Identifier". Documentation changes to reflect that. (tu as les sources deja)
    - iOS : Background objects (like Active Background) in a scrolling game were incorrectly destroyed when far from the frame, resulting in a crash later
    - iOS : crash in new collision routines since beta 2
    - Unicode wasn't fully working
    - Retained mask bug during low memory scenarios
    - The default build type should now be 'Release' instead of 'Debug' for better speeds when users test their games
    - Crash in applications with missing objects when the "Display build warning messages" option was unselected
    - PC runtime : the documentation was not displayed anymore when you press F1.
    - PC runtime : missing objects were triggering "extension not found" errors in stand-alone applications and could crash the runtime when you run the application from mmf2.
    - Direct3D mode : shaders were disabled in the effect selector for layers.

    and :

    - Game Center has been reported by several users to work correctly when submitted to Apple. Seems to be a bug in the Sandbox mode.
    - Could not reproduce Active Backdrop not working, it shows up fine here.


    Bug fixes and new features in Beta 1

    - iOS : iOS applications created with the unicode version of MMF2 did not work.
    - iOS : Unicode characters were read wrong (sometimes not even creating objects correctly)
    - iOS : crash when adding backdrops (also fixes incorrect collision detection with added backdrops in scrolling games)
    - iOS : memory leak when using scaled and/or rotated sprites in collisions
    - iOS : UI controls could appear outside the main game window (in the black borders on iPad).
    - iOS : sometimes UI elements would rotate when they were not supposed to.
    - iOS : General positioning bug of some objects when using negative values (including joystick).
    - iOS : the "Display status line" property had no effect.
    - iOS : clicking in a subapp now only triggers the 'On click' event in the subapp itself.
    - iOS : strange artifacts on objects of size 1x1 (bug in iPad2/iPhone4S chip).
    - iOS : image loading has been optimized for when the images are power-of-two sized.
    - iOS / iOSVideo object : new object, allows you to play video files in your application.
    - iOS / Button object : "Hide on start" property was not taken into account.
    - iOS / Hiscore object: crash in 'Reset' action (in later score inserts).
    - iOS / List object: bug in LastIndex expression.
    - iOS / List object: "Change Line" action didn't work on the last line in the list.
    - iOS / Stretch 2 Transition : had flickering and left trails.
    - iOS / Active Picture : could not load resources from subdirectories in the resources folder.
    - iOS / Active Picture : the 'Load picture from selector' action didn't work. It now uses the iOS camera roll image selector.
    - iOS / Camera object : The camera dialog might not close until a second button is pressed.
    - iOS / Date and Time object : New Second/Minute/Hour/Day/Month/Year conditions didn't trigger.
    - iOS / Get object: now escapes the entire URL before 'GET'ing - (Please login to see this link.).
    - iOS / Button object : crash when setting text or colors.
    - iOS / Button object : crash when destroyed or changed frame.
    - iOS / Button object : bitmap buttons no longer have white background.
    - iOS / Easing object : bounce mode would look wrong using other amplitude values.

    - Non-PC runtimes : the collision detection is now faster.
    - Non-PC runtimes : sometimes the active object kept its previous animation direction.
    - All runtimes : set animation speed had no effect for objects with static movements.
    - Non-PC runtimes / Drag & Drop movement : sometimes the object was not selected when you clicked on it.

  • I can say through little testing that at least my app is not freezing anymore. Thank goodness as I can go on with my work. Thanks guys!

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  • Note to others, if your objects are invisible and they use the semi-transparency/Blend coefficient, set the Effect to Semi-Transparent as a work around. In the last beta or two something has changed that makes this a requirement. Andos is talking to Yves about it, hopefully we can get that put back to how it was (and how the HWA works - i.e.: you don't have to set the Effect to Semi-Transparent).

    Otherwise, my game is running great in this beta.

    Andy H @ Please login to see this link. - Please login to see this link.
    Retro Gaming @ Please login to see this link.

    Edited once, last by AndyH (May 16, 2012 at 1:58 PM).

  • Thanks Clickteam! Another speedy update. Not to look a gift-horse in the mouth, but can someone put priority on the bug where the Gamecenter notification message won't dismiss when a frame changes and the message is being displayed? Currently, I have to disable the checkbox in the object while testing, but it would be nice if it went away on its own (or maybe disappeared sooner?). Hopefully this can be resolved for the next beta.

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  • - Resets the touch state after leaving iOS video fullscreen (the first fix didn't seem to work for all people)

    This is causing problems, if the frame of the video we use a tap to continue is lost touch state, now if we let the video finish working properly.

    All other reported bugs are fixed, thank you very much! :)

    José Rafael Marcano
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  • i am a probleme with beta, the animations not play corectely in my app, i think the condition "when the animation is playing" bug but i not sure, y send a message at francois in the french forum ;).
    sorry for my english i learns the language :)

    Edited once, last by graboide (May 17, 2012 at 8:04 AM).

  • This is causing problems, if the frame of the video we use a tap to continue is lost touch state, now if we let the video finish working properly.


    I don't see any other way of fixing this. When you go into fullscreen mode it will only detect the 'touch start' event but not the 'touch end' event. This will make the runtime believe that there is constantly a finger on the screen at all times. Since xmouse/ymouse/click is based on touch 0 it will no longer work unless I reset the touch state completely. This only happens when the video goes fullscreen btw.

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  • Andos understand, but will make the iOS Video is a limited resource.

    If you have a video intro, as normal is that the user can give a tap on the screen to continue, especially if you saw the video the first time. :(

    P.D.: Video is fullscreen.

    José Rafael Marcano
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  • I'm getting a crash when I use Release rather than Debug (to be fair this was happening in Beta7, I upgraded and re-exported to see if it solved the problem, but it didn't) Here's the XCode error:
    EXC_BAD_ACCESS in CEventProgram.m
    if (oilPtr->oilEventCount == rh2EventCount) // Deja selectionne dans cet event?

    I'll see if I can track it down further and post an example - I suspect it's to do with the Layer object and sorting on Y decreasing for a qualifier group if that helps (something I haven't done until recently!)

    Update: seems to be a bug in the Qualifier groups - see example here:
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    Kevin Ayre Please login to see this link.
    My iOS Apps: Please login to see this link., Please login to see this link. and Please login to see this link.

    Edited once, last by AyreGuitar (May 17, 2012 at 2:35 PM).

  • Please login to see this attachment.
    I recently added a List object with file loading and a string object with color cycling (setting color every frame based on a variable). I now get this crash in xcode when trying to load my Game frame.

    Let me know if you need the project file for testing. I will try to figure out the cause after work tonight, but please let me know if this error points to anything specific.

    Mobichan

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  • Everything I build with this version is crashing after what seems to be a completely random amount of time. I can't find any action that causes it either, it gets to the same assembly instruction in memory each time but I have no idea what line it's from in code.

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  • Bug fixes and new features in Beta 8

    - Fixed mouse and multitouch coordinate bug in scrolled games

    I have just noticed that multitouch does not work properly in the parent frame when there is a sub app existing in that frame. When I remove the sub app, it works normally.

    How to replicate:

    Always
    - Set Object 1 X/Y position to X/YTouch(Multitouch object, 0)
    - Set Object 2 X/Y position to X/YTouch(Multitouch object, 1)

    --> works as expected

    Add a blank sub app somewhere to the frame

    --> multitouch stops working

    (object 2 is not set to correct X/Y position based on 2nd touch)

    Can this be fixed to the next version please?

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