Posts by Grim_Jester

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.

    Thanks! I see, it's due to the MIDI music you use, MIDI music files are not supported by the HTML5 runtime. I'll fix the crash but the music won't play. Just remove the Play Music action in frame #, that will fix the problem in the meantime.

    Ah, it appears that a wav file, pop2.wav, was also stopping it from loading. I thought it was a sampling/bit rate issue, but there are various types within the project already. Strange. Anyway, I removed it, and it works.

    I'm just reporting this in case it's a new issue.

    Just about this, in theory features (or objects) that are not supported do not cause crashes because they are automatically removed at build time (this answers another question you asked previously iirc). But in the case of Music features I had to re-activated them (=stop removing them at build time) because a user needed them for implementing their own MIDI routines for their own projects, so they crash in the normal runtime where they aren't implemented (the fix that will be in the next update should fix it, at least the Play Music action).

    Thanks for not only pointing out the problem, but answering an older question which I was certainly going to ask again!

    ok... Could you post your MFA here please? as well as the content of the Data\Runtime\html5 folder.

    Thank you in advance for your help. I've been using this product line since K&P. This game is meant to be used as an activity for high school math and science classes. I spent the majority of the Summer getting it ready for the school year, and never expected the HTML5 build not to work.

    I originally thought that it was an array issue, but I stripped them out, and it still wouldn't load. It does load within the editor though.

    I also wanted to add that this is the Steam version. When you suggested re-installing, I checked that it was set to auto updating, and it was. I uninstalled it anyway.

    I was unable to upload the HTML5 folder since the forum informed me that the zipped file was too large.

    Thanks again!

    Thanks, so you have the unlimited version of the HTML5 runtime. It says it crashes at loading time because of an incorrect parameter, which means that probably your HTML5 exporter is not up-to-date. After installing an exporter you should always re-install the latest CF 2.5 update patch (that also updates all installed exporters). Do it and hopefully that will fix the problem.

    I'm using the Steam version. I uninstalled it, and reinstalled it. Unfortunately, I got the same text:

    The key "target-densitydpi" is not supported.
    Runtime.js:17 The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page.
    ba @ Runtime.js:17
    Runtime.js:445 Uncaught TypeError: Cannot set properties of null (setting 'code')
    at Va.create (Runtime.js:445:199)
    at V.create (Runtime.js:97:211)
    at G.create (Runtime.js:368:465)
    at P.load (Runtime.js:348:461)
    at A.ZK (Runtime.js:210:302)
    at n.MM (Runtime.js:182:402)
    at n.NL (Runtime.js:178:482)
    at n.Dp (Runtime.js:173:500)
    at n.Ya (Runtime.js:44:99)

    Sorry I forgot to tell you to switch to HTML5 Development build type, as in "HTML5 final project" the source code is obfuscated. If you use the HTML5 Limited version of the exporter, then you can't do it, it's in final mode, in this case you have to post or send us your MFA.

    Thank you! Here it is. I still don't understand where this is in Fusion though:

    The key "target-densitydpi" is not supported.
    Runtime.js:19817 The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page.
    CSoundPlayer @ Runtime.js:19817
    Runtime.js:37974 Uncaught TypeError: Cannot set properties of null (setting 'code')
    at window.Runtime.CParam.create (Runtime.js:37974:14)
    at window.Runtime.CAct.create (Runtime.js:3528:32)
    at window.Runtime.CEventGroup.create (Runtime.js:32680:34)
    at CEventProgram.load (Runtime.js:31203:43)
    at CRunFrame.loadFullFrame (Runtime.js:19682:20)
    at CRunApp.startTheFrame (Runtime.js:18193:16)
    at CRunApp.playApplication (Runtime.js:18019:15)
    at CRunApp.stepApplication (Runtime.js:17793:13)
    at CRunApp.updateApplication (Runtime.js:44491:23)

    Weird, press F12 to open the developer tools and check the content of the Console window, it should say what line of code is causing the crash.

    Thank you for this lead, but I don't have a strong grasp of JS, and only a slightly better one of html. Target -densitydpi seems like a screen res issue. When I took out the resize to window setting, this went away. Audio context may indicate a problem with sound objects, like different sampling rates, or maybe midi music. Everything in javascript is a mystery, but it appears that the code is referencing an object(s) that doesn't exist.

    If an object in JS is similar to Fusion, I don't know how that's happening since Fusion strips out code for deleted objects. Any thoughts?

    On another note, how can I find the location of the JS error in Fusion from the error report? In other words, if I get an error on line 445 of JS, where is that in the event editor?

    Here is the error report. Thanks in advance to whoever can provide assistance.

    The key "target-densitydpi" is not supported.
    Runtime.js:17 The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page.
    ba @ Runtime.js:17
    Runtime.js:445 Uncaught TypeError: Cannot set properties of null (setting 'code')
    at Va.create (Runtime.js:445:199)
    at V.create (Runtime.js:97:211)
    at G.create (Runtime.js:368:465)
    at P.load (Runtime.js:348:461)
    at A.ZK (Runtime.js:210:302)
    at n.MM (Runtime.js:182:402)
    at n.NL (Runtime.js:178:482)
    at n.Dp (Runtime.js:173:500)
    at n.Ya (Runtime.js:44:99)

    If I run my current app, it works as expected.

    When I build it as HTML5 it doesn't even load.

    I experimented with deleting two of the three frames. I then started deleting events in the last frame. After deleting an event that changes the direction of an object, sets it to visible, and updates a counter, it will load.

    Is there a list of objects or events that will prevent HTML5 from working? Am I incorrect to assume that Fusion will not allow me to include an object in a restricted build type?

    I can test my app normally if I run the application in Fusion, but I discovered that if I upload it to my site, or use the build and run option, nothing happens.

    I'm not getting any error messages; just a purple box with Clickteam logo info at the bottom in Chrome and Edge.

    At first, I thought it was a screen resizing issue, but that's not it.

    Other apps I've made work from the site.

    For example:
    Please login to see this link.

    My newest project (white screen):
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    Any thoughts?

    I chose to make apps for HTML5 hoping that it would be a way for my users (students) to access my content from any device using a browser. It works on a PC, it works on Android (Kindle and Phone), but it doesn't work on iOS.

    It loads, but won't start. It won't start on load, or with a tap.

    Why?

    I looked into creating a version for iProducts, but the instructions I viewed for the exporter seem to be for testing the app on one device. I suppose that I would have to go through another process with Apple to distribute it.

    I hate Apple. Their products are overpriced. Their genius is in their marketing. Unfortunately, NYC chose to give out iPads to students in need during the pandemic, so I am forced to develop with that in mind.

    Here are the app links:

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    I am creating a game where an Alien Blast is upgraded by placing an Electrical Object effect object over it. I have tried a few ways to make this happen, and the most reliable way so far uses a combination of a flag, and an overlap condition:

    Alien Blast: Internal Flag 1 is on
    Electrical Object is not overlapping Alien Blast
    Create Electrical at (0,0) from Alien Blast

    Here's the thing, with multiple Alien blasts, even if it's just 2, there's a very obvious delay of 1 to 2 seconds before the electrical object is created. There aren't a whole lot of other objects on screen either.

    Is there a difference between types of event conditions and speed? For example, if I used an ALT variable (which was somehow unreliable), would it be faster?

    Thanks in advance, but it seems like I can't set an event to change an object's density. Is this true?

    On another note, if I change an object's size through an event, the overall mass seems to increase, which isn't necessarily true, and not what I want.

    My goal is to make ships which have force applied to them. Certain ships have light weight frames, so the force should really push them around more.

    It's really odd to have a variable that we can't access during an event. I think I must be overlooking something.

    What do you do when MMF doesn't develop an icon for an active object in the editor?

    It's there, and works, but it isn't visually displayed in the editor.

    After working on a project for 36 weeks, I've noticed this. I have also noticed, for the first time in 36 weeks, that the program is crashing.

    Can this problem be fixed without making a new object, replacing all past references, and then deleting the old object?

    I remember this problem in all prior versions of the software; I think it's even as old as K&P.

    Thanks.

    As usual, I am seeking feedback from other game designers for my current game in development, It Never Ends. For those who don't know, it's a mutating space shooter that is meant to have high replay value. It's also more of a thinking game than it is a twitch game, but it is both.

    From the start, I've been getting rather uniform feedback indicating that the game is extremely hard. I have taken steps to make it easier, and the feedback improved, but it's still hard. My recent strategy is to include comprehensive hints within the game, and a Let's Play video.

    So, I have two requests for the willing:

    The first is to look at as much of the Let's Play video as you can tolerate. It was my first attempt with Google Hang Outs. Then try the demo and tell me your score.

    The second request is to start a discussion on setting difficulty for a game; any game. Feedback is crucial for this, but do you have any other guidelines for determining difficulty? A problem with my game is that the alien designs are randomized, and therefore, the difficulty; that is a crucial design feature that I'm not willing to compromise on. I have already put systems in place to reset the difficulty when the aliens get out of hand.

    You can download the demo and video here:

    Please login to see this link.

    As always, I will reciprocate by providing feedback on your PC game.

    Thanks!

    Demo 12 is now available. Although there were many changes listed on my site, the biggest change is the removal of the energy system. People hated energy management, so it's gone. The end result has made the game easier.

    So, naturally, I had to give the aliens a boost.

    Naturally, this most likely means that I ruined whatever game balance I had worked on before.

    Help? I need to know how difficult the game is. Remember your special ability choices. Worse comes to worse, you can use a nuke to wipe them all out and force them to mutate. The other specials have been modified as well.... oh, and there's a repair bot now too.

    Please login to see this link.

    Unfortunately, I wasn't able to clean up the text screens. I tried, but the resolution is making things difficult. I tried using in game text, and graphics, but it all looks the same: horrible. Remember, this is meant for the iPhone, so I hope that explains my problem.

    Thanks for reading, and remember, if you're looking for someone to test your game, just let me know.

    Demo 10 is up at my site:

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    I have addressed some suggestions made in this forum. If I did not implement your suggestion in this demo, it does not mean that it was ignored. I may not have had time to make the change, or I'm waiting for more feedback to match yours.

    As always, your feedback is valued, and the favor will be returned!