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.
  • Hi, when the new object FGL Ads is present in a frame that is compiled in Flash, throws this error message:

    Code
    Loading configuration file C:\Program Files\Clickteam Fusion Developer 2.5\Data\Runtime\Flash\Flex\frameworks\flex-config.xml
    C:\Users\Mazinger\AppData\Local\Temp\FlaCAF3.tmp\Extensions\CExtLoad.as(44): col: 12 Error: Llamada a un método CRunfglflash posiblemente no definido.
    
    
    object=new CRunfglflash();
               ^

    José Rafael Marcano
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  • Both ask and although it works, it is incredible that still these people put as maximum games with weights less than 20 MB. My Umi Force Unlimited game weighs so far about 48.9 MB and are missing some levels. They must already think that the games are not all Pixel Arts and a HD game is impossible in that amount of megabytes.

    It will be to find another way to monetize Flash and HTML5!

    José Rafael Marcano
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  • That is it!

    I have not been tested because my game exceeds the 20 MB and doesn't upload it, a limitation that today in day seems to me ridiculous.

    José Rafael Marcano
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  • José, I agree that the file limit could be raised. These days (almost) everybody has broadband access. But I am pretty sure that you could reduce the filesize of your .swf. Did you already try? Also the entry in FGL's Developer FAQ about .swf filesize is worth a read:
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  • The FGL Flash object actually works. It was my bad, I was not using the object correctly. Take a look at Clickteam Fusion (Developer) 2.5 > Examples > FGLflash > TestFGL.mfa to see how it works. Another thing to mention is that for me, the example works only if the .swf is embedded into a webpage as opposed to launched via the standalone player.

  • The FGL Flash object actually works. It was my bad, I was not using the object correctly. Take a look at Clickteam Fusion (Developer) 2.5 > Examples > FGLflash > TestFGL.mfa to see how it works. Another thing to mention is that for me, the example works only if the .swf is embedded into a webpage as opposed to launched via the standalone player.

    oh is working here do you receive any error or something there?

    here two images in player 11

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    EDIT

    lol i notice the images are the same after posted

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • José, not to criticise, but your games (as I have seen from the versions you sent me for debugging) are really, really heavy.
    I am sure there are ways to clean the graphics, resample the sounds to lower quality, reduce the number of frames of the animations.
    Mobile platforms do imply a little more work on your side to get to the correct size, which Fusion cannot do automatically. Or maybe.... mmmm this could be a good idea, to reduce internally the size of all graphics and apply an automatic zooming factor to every object, reducting the sampling frequency of all the sounds, and truning them to mono, thus reducing the weight of the application with a push of a button (but also reducing the quality). Something to think about.

    Francois
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  • oh is working here do you receive any error or something there?

    With the Flash Player 10 Projector, your app showed only a plain white screen. No error whatsoever. Then I tried with the Flash Player 13 Projector, and your app worked as intended. No error either. I just had to use a more recent vesion of the Flash Player Projector. :)

  • José, not to criticise, but your games (as I have seen from the versions you sent me for debugging) are really, really heavy.
    I am sure there are ways to clean the graphics, resample the sounds to lower quality, reduce the number of frames of the animations.
    Mobile platforms do imply a little more work on your side to get to the correct size, which Fusion cannot do automatically. Or maybe.... mmmm this could be a good idea, to reduce internally the size of all graphics and apply an automatic zooming factor to every object, reducting the sampling frequency of all the sounds, and truning them to mono, thus reducing the weight of the application with a push of a button (but also reducing the quality). Something to think about.

    Hi François,

    There is no problem with criticism, it always helps to improve always, especially when it comes from someone like you, with your experience. :)

    Now on the other hand Umi Force Unlimited this weighing about 48 MB, at this time already for its final version will be in about 60 MB, in addition it runs super well in iOS, Android (Smartphones, Tablets and OUYA), PC, Flash and HTML5. I assure you that I've optimized up to the smallest details, amount of pictures, audio resample and of course meet the guidelines of the power of 2 on all my games. The game is also in HD

    The theme here and that is no longer problem of Clickteam, is that a constraint of 20 MB on these sites as FGL these days is absurd, not all games are 8-bit Pixel Arts, users want games with better graphics and more complete, others are happy with retro games of course at some point it took fashion and will no longer be almost standard indie games.

    Your idea seems great, but you threw another, you could place a charging system to limit internally to a maximum of MB the game and give the option once the user to download the initial, the same app to download the rest of the content. This many games do as Asphalt 8, Need for Speed and others.

    P.S.: Umi Force Unlimited in HTML5:

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    José Rafael Marcano
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  • Quote

    With the Flash Player 10 Projector, your app showed only a plain white screen. No error whatsoever. Then I tried with the Flash Player 13 Projector, and your app worked as intended. No error either. I just had to use a more recent vesion of the Flash Player Projector. :)

    Nice, Glad to hear that!, now we are 10.1 to up.

    Quote

    fgl ads do not work as expected.. i exported the testfgl.mfa to swf and ads are not showing up correctly
    i am using latest beta latest beta exporter

    oh i don´t understand what you mean with is not working as intended, can you explain better, the ads is show, size of the ads and what is inside the ads come from FGL, so please let me know what is not working to check. are you using FGL for distribution?

    Regards,


    Fernando Vivolo

    ... new things are coming ...

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