I haven't gotten around to testing a totally blank app yet, but the game does eventually have the same issues even without ads(when running through Facebook Messenger on iOS), even outside of the normal problem area. If I go back and forth from title screen to level select and back, where ads would never show up, it still can eventually mess up. I'll try and look into profiler things, assuming it lets me profile Facebook, it's been hard for me to figure out how to debug it when it is inside of Facebook's own app.
Posts by DinnerSonic
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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I've managed to get a Clickteam game running on Facebook Instant Games and get preloading and ads working after enough work and some of the details in this thread, but on iOS devices(where Facebook runs it through some kind of gecko webview), the game tends to crash to a white screen and restart whenever an ad is displayed(and sometimes even after enough frame changes) while on Android(which I believe Facebook runs it through using Chrome), it works mostly fine but the touch input seems to have issues with brief touches... would you happen to know if these are due to Facebook or general current HTML5 issues that might have a fix?
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Any chance this extension could be updated to take into account if a tileset is made using the "Collection of Images" option? Right now it spits out an error because it can't find the tileset's tileset image, no way to ignore the error.
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I hope it isn't too much of a problem to double post here, but I would like to say that I have figured out how to fix the pch.pch issue by just having my Mac pal adjust the setting tied to those.
HOWEVER I have a different issue. ChartBoost ads won't appear, and it seems Xcode shows the error "Chartboost Integration Warning: startWithAppId:appSignature:delegate must be called before +[Chartboost cacheInterstitial:]" when it tries. Using Xcode 7 and the very latest ChartBoost framework.
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Tried asking ChartBoost customer support, but as a third party thing, they said I've gotta ask around here. I'm gonna basically copy most of my email to them.
I've been trying for the past day or so to add Chartboost to an iOS version of a game I am working on alongside someone else. Chartboost is working good, if slow, for the Android exporter, so we wanted to see how smoothly it'd run in the iOS version... but Xcode has issues when he tries to build on his Mac after adding the framework, with it complaining about things such as "Chartboost-Prefix.pch.pch" and UIView. The end result is a game that seemingly runs with nothing displayed on screen but the launch image, the game music and menus appear to work behind it somewhat, until getting stuck themselves.
Is there any sort of super modern current tutorial for getting ChartBoost working right in Xcode 7, latest Fusion 2.5 version, etc?
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I was fiddling around trying to think of what would be a good multiplatform way to save memory for a player sprite with a ton of animation frames the way Please login to see this link., and noticed, when you have an Active Object with a ton of frames, Fusion reports a memory count that seems to include every frame, but then uses up more memory when the frames display, eventually going down after it ends... but when I did the same thing with an Active Backdrop with the same frames, it never goes above the initial memory count, which is actually less than the Active Object's starting amount!
I imported an AVI's frames into both an Active Object's Standing animation, and an Active Backdrop, both on separate frames.
Active Object's frame debugger maxes out around 525 MB, before dying down to 368 MB when the animation reaches the end.
Active Backdrop's frame debugger reports 365 MB, despite playing the animation at 60 FPS.(Always: set frame to current frame + 1 in a 60 FPS app)Does this actually work in practice? I hear the Fusion debugger doesn't report memory perfectly, and it definitely isn't a representation of the memory used on other exporters, but could I have an Active Backdrop on a separate layer and a custom animation system to use less memory than the same as an Active Object? Could I use it to do things like play short uncompressed "videos" for things like menu backgrounds?
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I finally have a nice iOS app that's loading levels externally, gameplay is all in one frame, and since iOS doesn't seem to support external MP3s, I have an event to play each song depending on the level header, a total of about 10 songs.
The thing is, when I have it set up like this, it takes 5 seconds to load the otherwise simple frame. When I remove all but one level song from the events completely, it takes about a second, much more reasonable. I've tried changing the events, even putting the song events under a deactivated group, and it still takes five seconds when running on iOS! I've tried setting Load on Call to all the songs, yet it seems to try and preload them all at the same time?
Is there anything I can do to fix this? It's a rather nasty load time for things that shouldn't even be trying to load, and I'd rather not have a separate gameplay frame for each song.
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I took an existing multiple touch tutorial and was working on a side scrolling shooter test for mobile, left side slides the player around if you press and move anywhere, and any touch on the right side shoots, which works great!
Except when you are moving and shooting rapidly, where at seemingly random the player will teleport to the wrong touch point. I can't figure out what causes this exactly, just that it happens often if I tap both fingers on the screen sides very rapidly.
I've put together a silly little test MFA to show the issue off. Besides maybe shuffling events at seemingly random, what can I do to fix it? How do I even know what exact event causes it?
Please login to see this link.
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That map object very much interests me, somehow I overlooked it originally, but it could help fill the hole that the Tile Map extension's current lack of full multiplatform leaves.
How did/will it work memory-wise compared to Fusion's default backdrop system, does it count like creating a new backdrop for every tile or is it more like one large backdrop per layer? Would you like someone to help test it out?
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I've been trying to get this kinda thing working myself off and on, I wonder if it'd be easier to get a "this definitely works for me, try this out" MFA and see how it works compared to our own attempts?
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I don't quite have an iOS exporting situation(Mac and all) set up yet, so I've been doing this with the Android exporter. I want to store a potentially large amount of audio(music and voice clips) externally or at least in the Binary Data section, both to separate the large amount of it from the main game and so it can be accessed via a script system of sorts I've created, since "default" internal sounds can't be selected via filename.
I've tried the tricks mentioned for accessing pre-set INIs and Arrays with WAVs, OGGs, and MP3s, but nothing seems to work on my Android. The idea is for an iOS/Android dual release, so even if by some chance it works when I can test on iOS, not having it on Android is an issue. Is there anything I'm missing, or does the Android exporter just not support this kind of thing?
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I want to check it out, but I can't seem to find where it's been uploaded!
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I think a better feature to request rather than built in normal mapping would be allowing each frame in general to have a second sprite/texture for each frame to be used for any shader, then use normal map shaders on that.
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I'm trying to get back to work on something I'm trying to create that will be on both PC and Android mobile, thus I can't use the Tile Map object for maps and have gone on to using the Active Picture and "creating" each tile as a backdrop loaded from an external tileset. Since most levels will be relatively small I assumed this wouldn't be an issue, and for the most part it seems to be working fine, but when I scroll the screen(centering on a camera object that I move as needed) sometimes the created backdrops will leave some kind of after image for a frame at places.
Please login to see this picture.Please login to see this picture.
At the start of the frame the camera centers where it needs to be, but for a split second you can see the remains of some of the tiles where they were at the very beginning pre-scroll. It might relate to the fact that for now it's scrolling from an empty duplicate copy of the room on the top to the starting room below it.Please login to see this picture.(slowed down for easier viewing)
Meanwhile, when I have the screen scrolling up, a small bit on the bottom glitches up whenever it tries to push a tile off screen, it seems.Any ideas what's causing this? Am I going about level loading wrong with this Active Picture Create Backdrop thing?
(quick note: all graphics in these pictures are placeholders)
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Now that you're starting to post updates do you still have plans on adding a kind of "get tileset tile's property" feature like you mentioned in a PM?
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In Tiled, you can set properties to tiles/tile objects on the map, yes, but Please login to see this link., and also separate from the tileset's own general properties too. These properties Please login to see this link., though, and I can't seem to find any way to read the Tileset entry's properties in the extension unlike the actual Tile properties, which could be really useful. Unless Tiled eventually adds a way to set default properties/make those tileset tile properties apply to laid tiles instead.
Also, do you mean it isn't coming to Android/iOS any time soon(will be a long while) or that it will actually be soon?
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Is there any chance when the next version(Android support?) gets released that the ability to read a tile's property in the tileset when loading objects could be added? While you can set properties to placed tiles/objects, you can't seem to read the properties you can set to each one in the tileset, which would be really useful for loading variations of the same object with different alterable values or storing settings like offsets to make them line up in the same way as the editor if they have different hotspots. It would also mean I wouldn't need an INI file listing which tile GID links to which game object.
Alternatively, what's the most reasonable way to do things like object properties without lots of duplicate exception events?
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Steam's doing it's whole Steam Summer Sale thing, and both Clickteam Fusion 2.5 and it's exporters are on sale. I might try to go for it later on in the sale, but my copy of Clickteam Fusion 2.5 was gotten on a disc from Clickteam's store, not from Steam.
If I try and get a Steam version of an exporter, does it only work on a Steam copy? Is there a way to transfer my CD copy to Steam if I can't use it outside of Steam?
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UPDATE: My friend found out issues with a dll, riched32.dll, that were happening with another program, his was missing or corrupt or such, whichever the case, I sent him mine, and it fixed the Multimedia Fusion 2 issues. I'd say lock the topic, but someone else might have a question in the far future about this?
For future reference to anyone doing searches for this kind of issue, a missing or corrupt riched32.dll can cause the Expression Error to refuse to appear with no pop-up until it gets fixed, put into the right system folder and such.
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