New asserts and extensions for ios8 a iphone 6?

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.
  • It really doesn't help anyone (including Anders, who I am sure is working hard on the exporter) to just complain. It is a great service that Clickteam does for us to work with their community and give us updates as often as they do. Most professional products don't even go to the lengths that Clickteam does and they are usually working with much larger staffs.

    I get just as impatient and am hoping for an update soon as well, but it doesn't help to keep bumping the thread with negative comments.

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  • It really doesn't help anyone (including Anders, who I am sure is working hard on the exporter) to just complain. It is a great service that Clickteam does for us to work with their community and give us updates as often as they do. Most professional products don't even go to the lengths that Clickteam does and they are usually working with much larger staffs.

    I get just as impatient and am hoping for an update soon as well, but it doesn't help to keep bumping the thread with negative comments.

    Reasonable response to those who use Click products as a hobby, to those of us who have attempted to use them in a professional environment, well, not so much.

  • Agreed. I've recently begun trying to use Fusion professionally, but had to switch to other development platforms due to Fusion lacking in so many aspects. I am so grateful to Clickteam, and wouldn't be where I am if it weren't for them, which is why it is sad to see them falling behind the competition.

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    Reasonable response to those who use Click products as a hobby, to those of us who have attempted to use them in a professional environment, well, not so much.

    I am a person who decided to use MMF2 as a professional development tool. I've also had success in the game I made for iOS (Slayin). It still doesn't change the fact that complaining won't speed anything up. The reality is that MMF2 is not as full featured as some other dev tools, but it is certainly the simplest and easiest to use. It is great for games of a certain scope. You just need to weigh whether or not it fits your needs.

    Oh, and most "professional" software keeps their devs hidden from the public so you have no idea when fixes or changes are coming. This goes for anything under the Adobe or Autodesk blanket. I have dealt with their brand of "updates" for almost 15 years now and I am always surprised when CLickteam go beyond what those companies do in terms of customer support.

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  • I've been using Click products since Klick'n'Play, though I was a kid making awful games then. I'm not about to jump ship. Luckily I mostly work in the windows environment anyway, so I have good coverage for most needs. With the recent updates to the Xcode/ios stuff, Click should be able to hold off any major criticism.

    And Mobichan, I wasn't aware you made Slayin. Great game! I grabbed it at launch and had a lot of fun with it.

  • I am not a user that picked up MMF via a Steam sale. I have been a 'click fan' for decades. STOS, K&P, Jamagic, Vitalize, yada, yada.

    Interface and methodology wise Clickteam is perfect for me, however, I need to keep my projects up to date and at a certain point I would like to design for designs sake, not figure what will work in a limited confine.

    At one point, K&P(?) was an early and rare adopter of the WinG library in windows which made it very fast (relatively speaking) when doing tile based games/artwork.
    Currently I have a hard time finding the 'strengths' outside of the familiar easy to use interface (which takes years to learn inside and out regardless of perceived 'ease of use').

    I am a Clickteam fanboy through and through and I often 'Run back to mama' when learning other tools and I do believe CT is the future in interface for 'non-coders' like myself.
    I am still holding out hope that 3.0 brings back some of the easy to tap into speed of the old WinG era.

    Negativity is not my intention, just shaking my fist at the sky on how many hours need to be invested on workarounds and optimizations to get even the most basic games running decently.
    Being proud of an iOS game that has 50 actives moving around pales when you see other games pushing thousands of particles, massive levels, 100's of sprites etc.

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