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 3rd beta of the build 256 of the iOS runtime is available (build 256.21).

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    And for the ones how use the English Unicode version, here is the Please login to see this link..

    EDIT: there is a bug in the Layer object, for some reason the installer doesn't install (or contain) the latest version, unzip Please login to see this link. after installing the beta if you use this object.

    Important: there is an additional launch image for iPhone5 in this version. Make backup copies of your MFA files before using this build, just in case there is a problem and you need to switch back to a previous build. PS: if you want to reinstall a previous build, press SHIFT+CONTROL when you click the Start button in the installer, to force it to reinstall the main program files.

    Thanks for testing!

    Yves.


    Bug fixes and new features in Build 256 - Beta 3

    - iOS6 : Orientation problem is now fixed.
    - iOS6 : Game Center Connect crashes when authenticating the player.
    - iOS6 : iAD fixed - note that Apple has phased out landscape ads, they are no longer supported.
    - Flocking object has been ported.
    - Fixed possible crashes in the Dead Reckoning object.
    - Small optimizations.

    Note for extension developers:

    - iOS6 replaced the 'presentModalViewController' with the new 'presentViewController' with a completion handler. We have added a simpler version of 'presentViewController' into "MainViewController" that if compiled with iOS5 SDK uses the 'presentModalViewController' method and with iOS6 SDK uses the new 'presentViewController' routine but with no completion handler. This is the preferred way to show your view controller unless you need to use the completion handler as it will work for all users regardless of the SDK they use.

    - The runtime now has an 'omnipresent' objectSelection class present in the CRun class (typically accessible through ho->hoAdRunHeader->objectSelection)The old method of allocating an instance of the class still works, but it is preferable to only use the instance in CRun.


    Bug fixes and new features in Build 256 - Beta 2

    - Fixed several memory leaks
    - Fixed freeze in 'Last object has been destroyed' condition
    - Bug in Advanced Path Movement when clearing the path (CArrayList bug)
    - Mersenne Twister returned bad floating point values
    - Fixed drag-drop for non-active objects
    - Fixed drag-drop movement when scrolling the screen
    - Crash in iOS Store when switching frames before a request finished
    - Frame color was still set and read wrong
    - ForEach crash when no objects were available for the loop at the time of the action
    - Button object now supports the 'Checkbox' setting and shows an iOS Switch control (ON/OFF).
    - String object crashed when getting the N'th paragraph
    - Crash when getting a filename parameter (selected from a common dialog) in the Unicode runtime
    - Active Picture object supports wrapping on/off setting
    - Active Picture Object now attempts to load the image from the cache if no internet connection is available
    - New "Display" property in the iOS Application property page, allowing a fine control of the application display on the device. More information in the documentation (Distributing / iOS / iOS properties).
    - Active/Background System Box could crash when getting it's current string if it didn't have any from the start of the frame
    - Added backdrops could disappear during scrolling while they were still on-screen (hotspot was misaligned in the visiblity calculations)
    - Space Invader movement stopped working if the "master invader" got destroyed (all objects stopped moving)
    - Space Invader movement crashed sometimes when destroying an object with the movement
    - Two crashes in button object related to retrieving it's current text
    - iOS Video object could intercept mouse clicks (touch input) even when it was destroyed
    - New actions in iOSVideo object : Play, Pause, Stop, Set playback time, Begin seeking forward, Begin seeking backward, End seeking
    - New expression in iOSVideo object : Get playback time
    - Strings used as parameters of events were corrupted after a jump to frame jumping at the same frame
    - New Launch image landscape property for iPad projects in the iOS application properties page
    - PC runtime: an optimization has been made for scrolling games that contain lot of backdrop objects on layers above the first one and heavily test the collisions with the background.


    Bug fixes and new features in Build 256 - Beta 1

    - No more compiler warnings when using XCode 4.4
    - Hang in Bin() expression
    - Crash in Val() expression
    - Array object garbled up it's entries when expanding the array
    - Active/Background System box bug in multiline text alignment
    - The current device orientation would sometimes not be updated
    - Score object would sometimes not update its display of the score
    - Fixed hidden layers reappering when restarting the frame
    - Counter objects would not show an initial value of -1
    - In a rare case textures would turn into black boxes
    - Embedded binary files are now properly supported in the runtime - most objects support loading directly from them. No more need to use XCode resources.
    - List object: Would sometimes not read the very last line in the file (and other extensions)
    - AppDrive$, AppDir$ and AppPath$ now just return empty strings (as all file paths on iOS should be relative)
    - List object did not load the list content in unicode version
    - Camera object : crash in sounds when recording a video
    - Camera object : the object memory was not released at the end a frame
    - Crash in sound initialization
    - Crash of the program in Release version
    - Frame background color was incorrect (bad red value)
    - RGBAt function of active objects returned wrong numbers
    - Lives and scores were always 0 in a sub application
    - Pasting an object on the right or bottom of the frame did not paste it.
    - Load and Save actions are implemented in the Edit Box object
    - Button object crashes related to its text retrieval expression
    - Important change: Subfolders for files are now supported globally. Before it just removed the folder component.
    - New extension port: Dead Reckoning object (needs testing)

    For iOS extension developers:
    - New API for listening to some iOS system events
    - New easy function to retrieve the NSData of a named resource (be it local file, xcode resource or embedded binary file)
    - Moved common and useful extension info routines from CExtension to CObject (such as setting and getting positions and more).
    - New simple convenience functions to convert between radians and angles (degreesToRadians(), radiansToDegrees())

  • Thank you Yves for this new beta and thanks to François and Andos by iOS 6 fixes. :)

    I do not understand very well the point of the iAds, now won't be displayed in landscape? Only for games portrait? What will happens to Apple? If this is so, and in addition to the economic sense I think that it is better that the Exporter supports Admob as in Android. Not do you think them?

    José Rafael Marcano
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  • Just installed and attempted to run my game on my ipod touch, no compile errors like before but I do get one saying:

    Code Sign Error: The identity 'iPhone Developer' doesn't match and valid, non-expired certificate/private key pair in your keychains

    I checked my device and I have all the profiles I need installed and xcode has not directed me to make a new one like it would do if it was missing normally, so not sure what exactly changed between the last rest I ran a few weeks back and now, i'll have to mess about a bit.

  • I don't know why Apple decided to remove landscape iAds. IMHO they made perfect sense.

    Apple's iAD system has been down for iOS6 the past week or so, so I could not test how they actually look now other than follow their iAD programming guidelines to the letter.

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  • Any chance you could hook up the Bluetooth keyboard to allow mmf to read? The icade and similar devices send a key when a direction or button are pressed and another when released.I've not had any luck hacking it in myself.

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  • Solved my profile problem, just had to accept the new rules on apple developer.

    However :( the screen in landscape doesn't seem to work still and I get some real ugly results, might be my end.

    Xcode is also throwing duplicate code errors at me.

  • Eh.. Maybe it's just me, but the orientation issue is still there.
    I've re-exported a new Xcode project with Beta 3. I have deleted the app from the device, and I've tried Products > Clean.

    The issue actually started happening on my iOS 5.1.1 device now. Of course, I've checked the screen orientation in both MMF2 and Xcode and played around with the different display types. They all show this:

    iPhone 5 (iOS 6)
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    iPhone 4 (iOS 5.1.1)
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    iPhone 3GS (iOS 6)
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    If anyone has a confirmed working copy of Beta 3 and don't mind exporting this for me (I'll send the mfa), just to see if it has something to do with my current MMF2 setup (which is running on OSX through Crossover - never ran into an issue with it before, so this may be the first) or I am actually overlooking a setting somewhere, that would be very appreciative.

    Thanks!

    Edit:
    The frame should normally cutoff at about the halfway point of that white line. And be running at 1136x640

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  • Setting display to Center seems to do exactly what I want MMF2 to do, my game is set to iphone 5 res but it now crops the edges! Performance has taken a hit but I am testing things out still.

    Does Replace Colour RGB not work correctly in iOS and have I only just discovered that? :S

  • Replace color works perfectly on all my test devices.

    I just tried the Center option. Unfortunately, I cannot say that I've had as good as results. Sure, it fixes the issue I have in my screenshots. But everything looks way too big! Even on my iPhone 5. :/


    Edit:
    Hah, actually, the only option I was trying to avoid is the only one that works. Stretch to Fill. Looks great on the iPhone 5, wish I can say the same on the iPhone 4, 4S and 3GS

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  • Replace color works perfectly on all my test devices.

    I just tried the Center option. Unfortunately, I cannot say that I've had as good as results. Sure, it fixes the issue I have in my screenshots. But everything looks way too big! Even on my iPhone 5. :/


    Edit:
    Hah, actually, the only option I was trying to avoid is the only one that works. Stretch to Fill. Looks great on the iPhone 5, wish I can say the same on the iPhone 4, 4S and 3GS


    AH glad you found a working option, I think today should be experimentation day to help clickteam :P

    I noticed that if I use the event stop music then the event play sample straight after in the same action before a screen transaction the music will not play the first time around.

  • IMHO you should not use 'Center' and 'Stretch to fill'. They are there for completeness and to match the typically available stretch/scale modes in other UI development tools (in case anyone finds a valid use for them).

    The ones I would recommend are:
    - Fit inside and adjust window size
    - Fit outside

    Those options closest match the way you are used to design your games with the only change that the window size changes slightly.
    Follow theee rules of thumb:
    Fit inside: shows more of your frame*
    Fit outside: shows less of your frame*
    * = if the device aspect ratio doesn't match the screen size you designed it for

    Yes it does involve more work on your part if you need to adjust UI elements but that is the price everybody have to pay to support multiple device screen resolutions and aspect ratios. It is not harder than re-positioning a few objects at the start of the frame though.

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  • Keith: Are those apps compiled with the iOS6 SDK? They might be compiled with the iOS5 SDK running on iOS6 - I think that makes a difference.

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  • xhedgehogx: Can you send me your file for testing? (maybe also a zipped XCode project to compare the output with mine)
    Thanks :)

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  • Fit outside for me still gives me similar bug results like beta 2, where the screen looks like it's only 1/3rd the width of the screen and cuts off most of the screen with black bars, center however seems to work the way like you are saying Fit Outside should.

    i'll upload some screen captures.

    App res 568x320 (half of iphone 5 retina) set to Fit Outside, Landscape Right:
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    App res 568x320 set to Center, Landscape Right:
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    Center cuts outside of the frame for me as I can run off the viewing area before hitting my collision to load another area which is on the level edge.

    Edited once, last by Diablohead (September 29, 2012 at 4:28 PM).

  • I have the same problem with "Fit inside and adjust windows size" landscape at resolution " 960 x 640 and 1136 x 640.
    By setting the resolution to 640 x 640 the game is displayed properly on iphone 3gs, iphone 4s and iphone simulator 4".

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