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.
  • could someone confirm this please?
    I've attached a test file Please login to see this attachment.

    here's the issue:

    - I was just testing a pause method (feel free to improve it and use it!), checking a flag to see whether the pause button clicking was pausing or unpausing the game.
    - if the flag checked is like 0, 1 or 2, a low #, it will work just fine.
    - if the flag checked has a high number (for whatever reason one would need), it works fine on runtime, but it won't work on a real device.

    maybe the higher flags # get lost on xcode or something?!

    anyway, just using low flag #s should work just fine. just in case someone would use a high flag #, be aware of this.

  • Oh man. What a great find! This just saved my butt.

    I'm slowly discovering that are quite a few anomalies between testing the game through Fusion on a Mac/PC, and actually testing it on a device. Which makes a bit tricky to get them to match up so you don't go too far in the wrong direction. I spent the last couple of hours going through and manually change about 20+ different Flag Numbers (with values like Flag 911, and Flag 666 because they were easier to remember) , each with about 20 instances each. All I can say is thank god for the Ctrl +F Find function!

    Next up is figuring out why some objects just flat out don't get created.

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