Build 256 - beta 5

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 5th beta of the build 256 of the iOS runtime is available (build 256.22).

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

    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 5

    - iOS6 : Orientation fix for some landscape modes
    - Crash in ForEach object
    - Counter and Score objects not visually updating their values sometimes


    Bug fixes and new features in Build 256 - Beta 4

    - The iOS runtime in this version was actually identical to beta 3...


    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())

  • amazing timing again, 1 hour before I head to work for the night :P installing now.

    Seems to be working but now I am realising that the way the game fits the screen is from the left corner :/ I thought it would center itself. Problem with that is a game where you leave areas from both sides of the screen is more uneven then having 88 pixels each side instead.

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    It's not that much of a problem, it just means I have to go over a lot of stuff and figure out how to layout the stages, but honestly it would be a lot better if it bled over all sides equally then only the right edge.

    *edit* Center still works great for me so I will continue using that, i'll just have to make the ipad version stand alone as center on that makes it really small lol, but it resizes fine on my 4g touch at 480 x 320 res (half the size)

    Edited 3 times, last by Diablohead (October 8, 2012 at 3:44 PM).

  • Hey Diablohead, we were talking about this for a while, having it start from the top left makes the most sense really, in the previous threads we were mentioning it. Don't worry though dude it's just a simple line of code to center it! :) If I were you I'd just use a little bit of math to center the camera or just shift your stuff around. What I do is position the stuff on the left starting with 0, but position the stuff on the right as 'X Right Visible Edge - whatever'. That way your scrolling game just shows more stuff to the right on the iPhone 5 but it pulls the stuff at the edge out further. Helps for Android and stuff as well.

    Don't use center as it'll be tiny on iPad 3 but huge on iPad 1 & 2.

  • Oh....I change all of my 1136x640 app to center..leaving 88 pixels in both sides.....dont have a method to center the app? I dont beleave the fact of need to change all of my app again to left corner.... :(

    PS: My game it's not a scrolling game.

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  • I understand what you said, but my app it's 1136x640 and if I export starting in top left corner when I run in 960x640 my app will be cut just in right...I need to export in center option.....right?

    sorry about the difficult to understand

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  • No, don't use the 'center' option. People seem to misunderstand it's usage quite a lot, maybe we should consider removing it completely as it's usage is limited.

    The iOS runtime determines the new window resolution using these rules:

    Fit inside - adjust window:
    If the application aspect ratio is less than the screen aspect ratio:
    new window width = old window height * screen aspect;
    else
    new window height = old window width / screen aspect;

    Fit outside:
    If the application aspect ratio is less than the screen aspect ratio:
    new window height = old window width / screen aspect;
    else
    new window width = old window height * screen aspect;


    Let me give you an example using your game dimensions.
    Your initial window size is 1136 x 640 (aspect ratio: 1.775)
    In your case the application aspect ratio is higher than the other device's screens (except for iPhone5)

    [table='width: 500, class: grid']
    [tr][/tr]

    [tr]
    [th]-[/th]
    [th]Aspect ratio[/th]
    [th]Fit inside[/th]
    [th]Fit outside[/th]
    [/tr]


    [tr][/tr]

    [tr]
    [th]iPhone 1,2,3,4[/th]
    [/tr][tr][td][/td][/tr]

    [tr][td]1.5[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]1136 x 757[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]960 x 640[/td][/tr]

    [tr]
    [/tr]


    [tr][/tr]

    [tr]
    [th]iPhone 5[/th]
    [/tr][tr][td][/td][/tr]

    [tr][td]1.775[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]1136 x 640[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]1136 x 640[/td][/tr]

    [tr]
    [/tr]


    [tr][/tr]

    [tr]
    [th]iPad 1,2,3[/th]
    [/tr][tr][td][/td][/tr]

    [tr][td]1.333[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]1136 x 852[/td][/tr]

    [tr]
    [/tr][tr][td][/td][/tr]

    [tr][td]853 x 640[/td][/tr]

    [tr]
    [/tr]


    [/table]

    You will realize that the new window sizes has the same aspect ratio as the device screen (it will fit the screen perfectly).

    As you know it can only crop from the right and bottom. If you really need to have it crop from both sides you must make your frame large enough, put your content at the center of that frame and then scroll to that position at runtime.

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  • Sorry if my earlier post sounded a bit angry, it was not meant to be.

    I can understand why the fit outside settings work as it does, I will just have to adjust a lot of stuff now that it works and I can see the results without doing a guess.

    And honestly for an iphone armv7 app, center works rather well if you do not make it for ipads, it's worth keeping in there as an option.

  • Thank you very much Andos! This is a little confused to me...but now I think that I undersand, my guess is that the best option for me it's FIT INSIDE...

    I want that my game full perfectly in all of iPhone versions and have black bars in top and bottom on iPad...

    So...I will reorganize my app to left corner, keep my 1136x640 resolution, and the objects that need to be on right side I will organize their position using the expression: (set X position to Frame Width-(number) or (set X position to X Right Frame-(number).

    Then when I export using Fit inside, in iPhone 5 will be fit naturally, in iPhone 1,2,3,4 will be fit from left side and crop the right side (176pixels from 1136) and in iPad will fit and show black bars in top and bottom.....

    It's that right?

    This is what I'm thinking to do:

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    I'm so so so so sorry for the disturb....this is so much confused for me and a lot of people.....and I didnt bought my Mac Mini yet to test.....

    Thank you for the help...

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  • I am making my game at 1024 x 768 format (ipad2). What settings should i use to get it to work okay on the Iphone 3gs+4, ipad2+3 and iphone 5 then? (i'm not so fussed about having it fill the entire screen on the iphone 5 as it will look far too stretched i expect?

    Thanks

  • Guys! It's really not this difficult!! Even if you do find it hard to understand it doesn't take a minute to try each mode!

    The center option is resolution independent, so potentially it could come out HUGE on the iPhone 3GS and TINY on iPad 3, it's only really there for testing. I do think it'd be a good idea to remove this option from the next build as people don't seem to be getting the way it works and Apple will reject apps using this setting.

    Paobrasil, to achieve the effect you have described, you would set your resolution to 1136x640 and scaling mode to 'Fit Outside' for the iPhone 4/5. This would also crop off the edge from the iPad though, you wouldn't get black bars. HOWEVER, if your frames only scroll horizontally, you can achieve the effect you asked for by setting your resolution to 960x640 and using 'Fit Inside and Adjust Window'. What this does is the same as what the exporter used to, but it fills the black bars with the frame content, meaning if your frame is only 640 pixels tall you'll still get the black bars on the iPad.

    I'd recommend using 1136x640 + Fit Outside, though, as Apple and gamers tend to prefer no black bars.

    I'm gonna write a guide for this later I think!

  • Thank you very much DistantJ,

    So anyway I have to rearrange my app starting from top left corner, I'll remove the 88 pixels of space that I made on left side. I saw some posts of you talking about organize the objects using "right visible edge"....so, the method that I said above to organize the objects that need to be on right side using the expression: (set X position to Frame Width-(number) or (set X position to X Right Frame-(number), will work correctly?

    thanks my friend! I think I will anticipate my mac mini bought to start testing

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  • Just trying out this beta - unfortunately looks like the collision masks are offset (up and left) when creating backdrop objects using Create By name on iOS device (worked fine in Beta 256-1 aka Beta255-10). The images look fine (although it could be that the images are offset right and down!).
    Does anybody else use Create By name to create backdrop obstacles? Perhaps you can verify this bug?
    I rebooted my PC after installing the update and re-exported a new zip file for testing in XCode on device.
    I'll see if I can upload a small example file. Haven't had a chance to mess with the different screen size options yet.

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  • AyreGuitar: I moved your previous post about that to the main forum. I thought you saw :)

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  • Well i spent the past hour testing the different settings.

    To be honest the only one that really works for me is stretch to fill. As my game was designed with ipad2 resolution in mind - it does look a little stretched on the iphone 4+5. 3GS isn't as bad. Ipad 2 perfect (obviously) and ipad3 seems fine as well. Some of these were done in the simulator (I have access to a iphone 4 and ipad2).

    I think a resolution of 1136x640 would have been better but im far too along really to go and change how everything works..

    Edited once, last by Redsquirrel (October 9, 2012 at 5:39 PM).

  • Yes, I think that 1136x640 resolution it's better too and I'm using this......now I'm reorganizing my app starting from left corner (it was centrally organized). And for the buttons I'm using an expression of percentage to be perfect in new and olders iPhones.
    I tested here the expression in both width (960 and 1136) and seems to be perfect.

    The event is:Start of Frame> Set X Position of Active to 25*Frame Width/100 (in this case I want 25% of the frame width).

    Well, now I think that everything will be like I want.

    Thanks again Andos and DistantJ for the help!

    Best regards

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    Edited once, last by paobrasil (October 9, 2012 at 6:19 PM).

  • Andos - Thanks! I just thought I'd forgotten to post it :)

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