I sell Spriter and Spriter art packs on the Clickstore. We received a private message from a customer on the clickstore, but can not read or reply to their private message requesting help. I tried 3 different browsers and nothing I click on opens the message to let me read and reply to it. (I've paused any kind of ad-blocking and refreshed the page on all browsers too)
Posts by BrashMonkey
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.
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.
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Hi everyone. We've launched a Kickstarter campaign to help speed up finishing Spriter 2 and to take 2d animation far beyond Spriter 2 1.0
Please take a look to learn more. Special discounted tiers for everyone who already owns Sprier Pro and the pre-order of Spriter 2 and bonuses for those who packed the original Spriter Pro Kickstarter back in 2012.This is the first in a series of videos where we will explain some of the core principles of Alchemist. In this video, we give a quick example of how to add simple logic and interactivity to objects and characters for your games or cartoons.
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[MENTION=6268]Fernando[/MENTION]
Are you asking if it's the same google account for the ad mob account and the google play account? If so, yes.
The device is Homtom HT17Pro using android 6.0
What libs are missing? How do I add those missing libs?
Where is the latest step by step guide for getting admobs to work in your run-time?
Is there an example MFA file that works that I could download and replace the app ID and the ad numbers to test with and use as a guide?
You seem to be saying you do NOT need to put ad mob object on it's own layer but someone in a previous thread said they needed to do so for the ads to show up. Are you sure this is not necessary?
thanks
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[MENTION=6268]Fernando[/MENTION] I optimized some of the image sizes in the Active system box objects because I saw elsewhere that they loaded abnormally slowly and now that error seems resolved!
Now the only issue stopping me from being able to publish my game is the fact that the admob ads are not showing up at all, ever. Can you please help me out in that regard?I made a thread about it here: Please login to see this link.
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1) HomTom HT17Pro running Androis 6.0
2) it was set to min 5 add target 7. I have no option for 5.1.1, only 5.1 or 6. I tried both and the problem persists. I am using build API 28
3) Apk size is 118,087 kb. Is there an easy way to see what extensions it uses? There are many, across many frames, but many are for other platforms like IOS etc.Thanks
Hey All,
i saw your log and as Yves mentioned above there is no trace of teh runtime there but i see a lot of working in DEX2OAT
so my question are:
1.- which device is this ?, android api version, model , brand
2.- What are you settings Min/Target/Build
3.- How big is your games in MB for this APK and the list of extensions you are using
my thought is that your game should be build for version 21+, that is 5.1.1 in min
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I set up the app and ads in admob, I copied the ap ID and the as Id's into the proper places into the plugin properties, and I followed youtube tutorials for how to use them to request and display ads.
It's been days since I set up the app and ads in ad sense.
I've never seen an ad appear during texting.Do I really need a dedicated layer on top of all other layers with only the admob object? (I did this just in case, still nothing ever shows up.)
Here is a recent log of the game resting a few minutes on the splash screen (it should load and display an interstitial) and then playing a level which should display a banner add at the bottom.
Any idea why no ads ever show up, or even better, where are concise step by step instructions from beginning to end to get ads showing up in your game?Please login to see this link.
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Thanks Janette5, but other than things that don't apply in the case of my app, you just advised me to improve load time, which in the case of my app would be a monumental undertaking I don't really have time for. The point is a 6 second load time is fine and the game is never locked up, so that pop-up should never be appearing, especially not after the game is done loading and the level is actually running fine at the moment the pop-up appears. I'm asking if that's a known bug that can be fixed on the exporter side or if there's a known work-around.
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My levels have lots of graphics and sound. The game starts fine and goes through the loading screen and splash. When the player chooses a level it loads fine (takes between 3 to 6 seconds), but even though it loads successfully and the level plays, during the first second or two of the level playing a phone OS pop-up appears saying the game is not responding and asking to wait or close the game!
Has anyone else experienced this? Other than reducing load-time by reducing the quality of the game is there any known work-around. The really annoying thing is the game is clearly not hung up or crashed, and the pop up always appears after a completely successful load and the level is running perfectly, and if I choose "wait" in the pop-up the game continues playing perfectly, so the pop-up is incorrect and pointless, but makes the game seem broken.
Thanks.
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I would love to try this new fix if you don't mind. thanks.
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Hi, I had an old project that used to work great on android, made a build after years and now high-score tables don't display.
I then found another super simple high score object example someone had posted on these forums demonstrating how to use it (it used to work perfectly), built that and it also does not display the high score at all.
I'm assuming it's a font displaying issue.Here is the super simple example: Please login to see this link.
please let me know if there is a fix on the way, if I'm overlooking something, or if there's a reasonable work-around.
Thanks.
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I mis-remembered, it's a setting to NOT share data. Maybe you accidentally checked this box at some point?
If not, you'd have share the project files (MFA's) with me for me to try and fix.
you can email me at mike@bitbeamcannon.com
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Hi Princess, Have you made sure to check the option for the project to share data/variables with sub-aps? I'll update this reply shortly with a screen shot.
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Thanks for the info Yves.
Regarding my frustration with not finding info easily, my instinct was not to go into Fusions built in manual for instruction for the Android exporter DLC, I think many/most people these days, especially those of us who choose a tool like Fusion because we don't want to spend hours in pages of text and type out real code and worry about typos and syntax all the time to get anything done will look at the sticky posts in the forum thread dedicated to the exporter and the store page of the product for links to concise tutorials (especially videos or tutorials with clear screen grabs) and fast-help guides. These sticky posts exist, but they are not well updated and have obsolete and misleading/time wasting info/instructions right up-front, like telling us on the very first post we need to install both the java sdk and the android sdk, yet 20 pages of replies later you might find out that's no longer the case and android studio auto-installs the java sdk.
Then once you find the documentation there are many very logical places where the critical information for what the error log is and how to use/access it would fit perfectly and be extremely helpful, but those handful of sentences to explain it are not there.. Maybe they are there somewhere, but I've not found it, and it was glaringly missing in the several spots it should have been, near making builds, testing, and trouble-shooting I kept asking myself "Why is this critical info not here?"
Since those sticky threads already exist and are right on top, I highly recommend quick edits to fix these issues and right up front to remind people of the built in documentation in Fusion and let them know that's always the best place to get the most up to date info, even for the DLC add-ons (if it is), It still tells us to install both the java and android sdk as of today I think.
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I huge amount of my time and energy is being wasted because all of my searches for what should be simple questions result in posts and threads that are years old and obsolete or misleading.
The current simple info I can't find is where do I find the error log after my app crashes?
I got no useful answer when I asked for clear documentation for setting up the emulator or troubleshooting when it doesn't run, but I discovered I can plug in my phone via USB and choose build and run and it will try to run on my phone but a message appears saying "sorry, app couldn't start" but now I have no idea where to find the error log so that I can try to figure out why it's failing to open.
Any help or direction towards non 2015 instructions for using the Android exporter would be greatly appreciated.
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Years ago when I used the Flash runtime to put my game online I was able to create a facebook share button that simply opened a URL and this URL was actually a code that would prepare a post for facebook for the player to then send.
Here's what the URL looked like: Please login to see this link.Now it just returns an error message saying user not allowed to see app.
Am I doing something wrong or is this URL trick just no longer allowed in general by Facebook? -
Is there any up to date tutorial for how to set up emulators and hook in android studio so that the emulator and error log work with Fusion? I don't care what emulator or settings I need to use, I want to be told how to set it up.