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 All,

    here is the link for a non official beta (waiting for final works)

    Please login to see this link.

    execute and choose the version you have installed to correctly update your version.


    • Keyboard detection: was fully reimplemented and now is working correct from EditBox object or actions inside android object.
    • List Object: font size now work inside list according what user set and if non "use of system default font" is set.
    • OUYA Touchpad: Now you can define which controller's touchpad will act as principal.
    • Pause any Key: now is working correctly and exit when tap on screen.
    • IN-APP: fixed in manifest that did not allowed to receive conditions for purchase items.
    • Intents: added setType feature, so now intents which require type can be executed.
    • Multitouch: relative tap are now correctly located when scrolling.
    • Hide Navigation Bar: if hide command is request and application is in kitkat (4.4) it will go full screen as specify in the api.
    • Active Object: get angle now works when object is rotating.
    • AdMob: Interstitial now work without crashing, in some devices interstitial destroy the surface, use restart frame action to avoid, this. in next beta the admob code will be modified to accomplish Goggle requirement for august 2014, using google play services instead of sdk 6.4.1.
    • Buttons Bitmap: now user can disable and enable.
    • Buttons Text: now text is according the size set in properties.
    • Restart Current Frame and Jump Frame: now correctly reset fastloop.
    • Text: Resize now work like windows runtime so please provide enough space for text object.
    • Screen capture: now works correctly, please notice that some device for security issue doe snot allow to capture the screen.
    • Accelerometer: finally made the changes and should be working in all devices.
    • INI: a new lib was implemented to write and read INI file as they are in Windows, Linux, etc.. so from now on, is a file which can be copied, moved and deleted when the user need to do that, so no more information inside a preferences, the speed was increased dramatically, now 1300 items are read in less than half of second.
    • The new implementation works according theses premises: if the ini does not exist but is referenced inside the ccn; it will be read from ccn, if exist in devices will prefer to read the existing one. (User can delete when updating the application and copy again to SD) also user can decide to save in datafolder or any place he choose (to do so, set current file needs to have the full path).
    • Chartboost: re-tested the object, the last lib had a problem from their side not recognising the location and email was sent to Chartboost´s Team and they fix that, after they test the Chartboost object and an implementation in fusion and everything is working, they recommend to remove the track data and purchase since they have not enable that in their server.
    • Hi-Score: the reset, insert, change name or score were not updating the text surface after changes; the render method was included to correctly create the texture to display.
    • Multitouch: the “GetAngle” expression was included and now fully working.
    • OUYA: fixed the crash during jumping frames and pressing buttons (for good).
    • Foreach: was not retrieving the index correctly when using qualifiers.
    • ARRAY: Fixed a crash when saving the array and the values are not fully used from start.
    • Fastloop: where not correctly reseated after frame jump or restart application.
    • AddBackdrop: Add backdrop is now working from creation outside the screen window.
    • Get PixelColor: Get Pixel color work for image that have transparency or alpha channels, Note: make it work with other JPG or other format crash the application.

    PHYSICS

    • Bouncing Ball: initial direction is now the direction of the relative object or the initial direction set in the object properties.
    • General Performance: some works was done to increase speed and smoother behavior inside the android runtime.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • This beta seems to have enabled OUYA export again. However, every time the game tries to access the ouya store for in-app purchases it quits immediatelly. It happens when I call the IAP initialize with my developer ID. One thing that might be happening is the access to the key.der file since I saw some file access changes on built-in binary data. Is the old method of passing the original file full address invalid now?

  • open a thread and post what you are doing, i just fixed some wrong implementation, you need to check first is wifi/network is available and after that you have connection

    also don´t forget to set internet permission.

    ouya in-app was tested against several implementation that are now in OUYA, so the object is not the problem.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • Good question!

    if the INI content is inside the binary data, it will be remade using it. if you or user made some changes advise them to that part of the information need to be redone (example hi-score), there is no way to mix both world here, XML and INI, theses changes are done so you developers can use them in levels and many other things, since now you may read 1300 items in less that half second, send by email, etc.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • Would you care to come on clickconverse and have a quick chat about that?, my game has 40.000 active installations, using .ini to save critical data (coins,unlockables,name,scores). So i need a way to transfer that data safely before exporting with the new version.

    Please login to see this link. =)

  • Hi FVivolo
    When I use
    AndroidExporter281_3_141403_CF25
    then No file loaded automatically from external storage

    and I use previous version say (cf25androidexpsetup.281.1.140121 or cf25dev.b280.32.131228) then file loaded automatically

    Please login to see this link.

    Edittext$( "Edit Box 3" ) = Edittext$( "Registr key" ) then show next button and if press next or save then save file in external storage
    again run app
    time = 1 sec then lode file
    Edittext$( "Edit Box 3" ) = Edittext$( "Registr key" )
    show next
    I use AndroidExporter281.3 then next button not show
    but I use AndroidExporter281.1 then next button show

  • Pradeep, i just tested your example and is working correctly here with this version.


    what are you doing there, don´t forget to uncheck the "use system default font" in android properties.

    BTW you are using multiline, could it be that in the file you are saving also the carry return character and that why is not the same.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • I am interested in the discussion about the INI. I feel the new model is much more powerful, but I would like to know more about how to keep saved data from my app saved on versions created by the previous versions of the exporter - on my testing, I just lost all saved inis from my previous game version. I can't attend to this conversation you set on chat about it, Fernando, but I'd love to know the results.

    I believe this INI model aill evantually come to the iOS exporter as well, right?

  • Awesome work as always Fernando!
    The only thing I can think of that would be nice is the ability to still read the old xml files. This way the game can transfer the data from them to the new ini model.

  • Most my retesting is looking good. The only areas I'm still noticing problems with is the physics. Not sure if the values are lining up with how things behave in the Windows runtime (will have to check further) but one area I use a lot that is still broken is the apply impulse. Good to see so many fixes and thanks for creating an unofficial release to play with.

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

  • I'm not sure I understand what the deal is with the change to the INI. I've just built my game which I have on the Google Play store. I use it to store some settings and also the high scores.

    With this build all my high scores and settings are gone. While the app is running, any new high scores or setting changes are remembered. When I quit the app (and stop it running), then restart it afresh, all high scores and settings are cleared again.

    I am specifying just the INI file name in the ini object so that it defaults to the appropriate default storage location (Windows 8 this is C:\Users\YOURUSER\AppData\Roaming\MMFApplications, iOS this is the safe data location). In the previous build this worked on Android. Can you fix this before the update becomes official?

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

  • Please login to see this link.


    that is the way it work if you don´t set any path for the INI or hi-score are saved inside the data folder.

    tested and work here, but again the hi-score will be reseted.

    Please login to see this link.

    i will be in the chat this afternoon EST to heard to chat about this point.


    forgot this goes forPlease login to see this link. and all interested too

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • Hopefully bump into you there then. But there is a difference between the builds...Please login to see this link. was built with the current official release, it remembers the contents of the ini file (if I restart the device or kill the app from running). With the new build installed the INI data is lost each time it runs afresh - I wonder if it is because I already have the old INI data on the device?

    EDIT: But thinking about the other problem, we will need some way to import the old data - ideally without us knowing about it. EG: If using the new INI Fusion does not find the new format but does find the old format, do a one time conversion on the device and then read/write from/to the new format as normal going forward. If I can't keep the INI data from the previous version I will have a lot of unhappy players.

    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 (March 17, 2014 at 7:20 PM).

  • Heard you had some trouble joining the chat Fernando, anyway what would be the preferred option is to change the ini object to also read the old kind of data if it's present, and just convert it to the new system. Otherwise it's a very annoying gap for us.

    I have however already started preparing for the doom of my users ini files by changing everything to array, and storing with both array and ini simultaneously for the current update, then at some point when almost all of my users have updated to a array compatible version, i could finally update the android exporter. Some users missing the intermediate update will however lose data, perhaps even from in-app purchases, so it would be much better if the ini object get's another update to read and convert previous data.

    Please login to see this link. =)

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