Posts by VertigoZero

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 :)

    I am trying to implement an IAP so that the player can unlock the full game (removing certain restrictions). I am using Please login to see this link., however I can't seem to trigger the purchase.
    I have the In-App project, it has the public key, I've uploaded an AAB file to a internal Google Play test track and set up the SKU. Still nothing seems to happen when pressing the purchase button in-game on device.
    Does this issue sound familiar? Want to point me in the right direction? :D

    Alternatively I'd also be happy with an example of the most basic, barebones way you can set up a single, one-time purchase IAP. Because the example files are... a lot to parse for my dumb brain :P

    Thanks a ton in advance!
    Wouter

    Hey all!

    I have a possibly noob question, so apologies in advance!

    I am making a mining game with a grid-based map. Think Minecraft or Terraria but top-down. For this I use an array, which loads in a .arr file that is included in the binary data. This file's path is "D:\Projects\Mini Miner\Maps".
    On an Android device I can load the file just fine, resulting in a map full of objects. However when I try to "Save array to file" using the same path it freezes the game, perhaps logically so.

    Any tips on how I can ship the game with an array/map, with a way to save changes back to it?

    Thank a ton in advance!

    - Wouter

    Hey all! Sorry for reviving this thread yet again. I am running into some challenges with an in-app purchase, which I know should be super easy to fix. I just don't really know what I'm doing. I followed the PDF guide and looked at the (undocumented) examples, but what I'm trying to achieve is slightly different. I don't need a list/inventory, but a single one-time purchase that permanently unlocks more content in the game. The in-app product (with ID 111) is live and can also be bought. The trouble starts afterwards, as I don't know how to make my game recognise that the product has been bought. All I want is to set a general value (which I named "PaidPremium" to 1. In the first screenshots you see my code (you can see that I don't know what I'm doing) and in the second screenshot is a log of the crash... Please help :D

    Please login to see this link.
    Please login to see this link.

    Thanks a ton in advance!

    Greetings from a total noob

    Thanks for testing the file! I have tried excluding the intro frame and even deleting it completely, but if any of the other frames comes first, I just get a black screen after the launch image :(

    If someone else has any ideas or suggestions, I am desperate to hear them! Perhaps the two error messages that AND mentioned hint to the root of the problem?

    Hey AND, thanks for the kind words :) Yes I've tried a 'final xcode project' which has the same results, and I am running the newest Mac OS on a relatively old Macbook, so you could be right!

    If I send you the xcode project in a DM, do you feel like testing it on your machine to see if that makes a difference? :) No pressure, but it would be a great help!

    Cheers!

    Hello!

    I am new to the iOS exporter, but I got my game to run on the emulator in xcode, yay! The problem now is that the game plays the first frame, which is simply a moving logo, but after that we're supposed to be taken to the second frame, which is the main menu. Basically, it looks like the game freezes. Any idea what causes this? The only extensions I use are INI and Multiple Touch.

    Of course I can share the source code MFA or the xcode project in a DM if needed :)

    Thanks sooo much in advance for any help!

    Cheers,
    Wouter
    wvv-games.com

    Sorry to re-open this thread, but I'm having a related issue. I downloaded the Raycaster, broken editor and all, worked around it by making it run on Windows 98, and worked around the many, many bugs. Now I have a full game ready to go and find out that if you write an .exe it is missing the external textures. Does anyone know a fix or workaround for this. I have a full game waiting to be released :( Thanks so much in advance!

    Hey everyone!

    I've been making a short, scary game using the Raycaster extention, and am running into an issue right as I want to publish the game. Maybe someone here knows the solution?
    When I run my game within Fusion, the textures (walls/floor/ceiling) load correctly, but when I build an .exe it is missing the textures and simply makes everything red. The .exe is locared next to the "Maps" and "Textures" folders, so the relative paths should be correct?

    Here's a screenshot for reference:
    Please login to see this link.

    Thanks so much in advance!

    Please help! D:

    I followed a youtube tutorial on Lacewing, got online multiplayer to work and then started to make an awesome pixel-art dungeon crawler out of it. Now I've accidentally broken my code and I'm horribly stuck! It's probably an easy fix for one of you veterans, so if you're willing to look into my code and propose a solution, I'd love to give you a mention in the game's credits! :D

    When it was working, you'd be able to see other players already in the game and new players joining. Each player also has a Text Blitter above their head showing their randomised name. Currently not all old/new players show up, and the Text Blitters don't always show what they're supposed to or are in the wrong location...

    The files are here:
    Please login to see this link.

    I feel the issue is somewhere in the first few lines of code of frame "Main" regarding looping peers on channel etc.
    I might've deleted some lines of code and/or coded it poorly...

    Hope someone can save my day! :(

    Greetings,
    Wouter
    WVV-Games

    Hey Perry,

    I had to uninstall the SDK manager and make more space on my computer, and now it does even less ;(
    It's missing temporary files of some sort? Why?

    Buildfile: C:\Users\Wouter\AppData\Local\Temp\And976A.tmp\build.xml

    BUILD FAILED
    C:\Users\Wouter\AppData\Local\Temp\And976A.tmp\build.xml:84: Cannot find C:\Program Files (x86)\Android\android-sdk\tools\ant\build.xml imported from C:\Users\Wouter\AppData\Local\Temp\And976A.tmp\build.xml

    Total time: 0 seconds