Posts by BenjaminG

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,

    The expected behavior of the application is :

    - at start the first frame is displayed (it's a black background with a sprite "BGM Studio presents")

    - after 3s, the application jumps to another frame (a white background with a title and some empty buttons)

    (And this is what happens if you test the application inside Fusion)


    But, If you build this application for Android (as defined in my mfa parameters : API34, Min. Android version : 11, Target Android version : 11) and try it on an Android device :

    - if you build the application with Fusion 295.09 : the application works as expected (after 3s, the application jumps to the second frame)

    - if you build the application with Fusion 295.10 : the application freezes after 3s (when it has to jump to the second frame)

    My test device is a Samsung Galaxy Ultra S23 with Android 14


    Please let my know if you need more informations

    Regards

    Yes! Fernando finally fixed it! I've made a lot of tests to help. Surprisingly, the issue of sounds being cut was fixed in the last beta i had to test before b295.x was released to public.

    I've just tested and sound aren't cut in my test project. What is your sound file?


    Hello, here is the sound file :
    Please login to see this attachment.

    It is a 4kB wav file of 0,15s of duration.
    What is surprising is that this is not the longest/biggest sound file in my game.

    And I can confirm the global improvement on my Android project with this beta! I don't know if it is only due to the sound engine improvement but the framerate is definitively better with this build!

    Hello !
    Thank you for this great update !

    As you asked for us to test this beta build on non windows platform, I tested on my Android project.
    I have noticed that some sounds seem "cut" (they stop before the end) when the same sound is quickly played multiple times (in my case it is in a menu where you push a button to scroll through items : the sound played when you push the button is sometimes cut if you quickly push the button multiple times).
    But, it also seems that the lags that were occuring very frequently when sounds were played are just gone.
    Did you change the way sounds are played on Android ?
    If it's the case, you fixed the most annoying thing on Android export!

    Hi,

    I get strange results with profiler where events times seem to depend of their order in the code.

    You will find attached an example showing what I'm talking.

    All started when I wanted to compare performances of differents solutions to get distances between 2 points.
    I globally have 4 ways :
    - make use of the math formula : square of ((X1-X2)^2+(Y1-Y2)^2)
    - use the "ODistance" built in function
    - use Advanced Direction Object (long & float values)

    So I made a simple frame with 2 objects bouncing around the screen.
    On each main loop, I use 4 counters to calculate the distance between these 2 objects with the 4 different solutions.
    Then I use profiler to get time of each event.

    On first test I get :
    - counter 1 (ODistance) = 4,365 ms (26,78%)
    - counter 2 (Advanced direction object with long value) : 1,954 ms (11,99%)
    - counter 3 (Advanced direction object with float value) : 6,008 ms (36,87%)
    - counter 4 (math formula) : 2,706 ms (16,60%)

    According to this test, the fatest option is Advanced Direction Object with long value with only 1,954 ms. The second fatest solution is the math formula.
    This result is consistent : I get the same result each time I make a test.

    But if I change the order of events, for example :
    - counter 4 (math formula)
    - counter 2 (Advanced direction object with long value)
    - counter 3 (Advanced direction object with float value)
    - counter 1 (ODistance)

    Then I get these results :
    - counter 4 (math formula) : 11,590 ms (69,30%)
    - counter 2 (Advanced direction object with long value) : 2,010 ms (12,01%)
    - counter 3 (Advanced direction object with float value) : 1,113 ms (6,65%)
    - counter 1 (ODistance) : 0,771 ms (4,61%)

    This time, the fatest option is ODistance, then ADO with float value.

    In fact, according to my test : profiler results seem to partially depend of the order of the events.

    So, my question is : is there an exaplanation or is it some sort of bug in the profiler ?

    (and the bug occurs in my "old" mfa without having to add or delete any alterable values. To reproduce the bug, I just have to load the mfa, to edit an action with an expression and to click on a qualifier affected to a group of object. An I get the warning)

    I can't reproduce this issue but it could be related to another one reported by Volnaiskra, that can corrupt alterable values when you add or delete values when multiple instances of an object are selected. Did you do this? If so maybe don't continue using this MFA. Not 100% sure how bad is this issue.

    This bug is fixed but I think I won't be able to upload a new version before the end of the week (not sure yet). And I don't think the fix will fix your MFA (I'll try to fix possible value order corruption anyway).

    Hello, yes I did that.
    But I have the same problem with an old version of my mfa saved with the previous Fusion build (293.10). The bug happend each time a try to retrieve a value from a group in the expression editor. I will send you the mfa for you to test if you want.

    Hello!
    Thanks for this excellent update!
    I'm encountering a bug in my project : each time i want to click on an object in the expression editor, I get a warning "Encountered an improper argument".

    Please login to see this attachment.

    I didn't encountered this bug since my last save. I'm currently unable to retrieve an argument from an object...

    Hello everybody!
    Happy new year!

    I suspect Advanced Direction object of generating frequent garbage collections in Android, impacting application performance.

    Please find attached a simple mfa showing the problem : Please login to see this attachment.
    The mfa has 2 identical frames made of 150 active objects "1" and 150 active objects "2".
    In frame 1 : Advanced Direction object is used to get, for each object "1"/"2", the closest object "2"/"1" and its distance. These calculations are made every 3 global loops.
    In frame 2 : the "same" but without Advanced Direction object (in fact, the "closest object" is replaced by "pick at random")

    I profiled this application in Android Studio.
    On memory side :
    - in frame 2 (without ADV) : there is a garbage collection every 35-40s
    - in frame 1 (with ADV) : a garbage collection occurs every 5-10s
    This is why I think there could be a bug with Advanced Direction object. (Here is a screen capture of Android Studio : frame "2" is played between points "1" and "2" ; frame "1" between points "2" and "3") : Please login to see this attachment.

    The impact on performance is harder to evaluate because there is more calculations on frame 1 (with ADV). But I get a solid 29-30 on frame 2 (without ADV) whereas on frame 1 (with ADV), framerate varies between 22 and 25...
    I use Fusion 2.5+ (R293.1). The APK is created with API29 and tested on a Galaxy Note 9 with Android 10.

    Could someone from Clickteam have a look a this please ?

    Thanks by advance

    Hi Fernando,

    Yes, if I turn off the screen then turn it on, the backdrop becomes visible.
    But that's no the problem I was talking about (even if it's strange : shouldn't the backdrop remains invisible ?)

    The problem I was talking about is that there is no collision between an active and a created backdrop if there are on a hided layer. I think it's a bug because it works as expected on Windows (in the attached mfa : the active bounces when it collides with the backdrop), but not on Android. So the behavior of this application is different on Windows and Android...

    I may have found a bug with Android exporter.

    I've attached a mfa to show the possible bug.
    Here is the problem :

    I have a frame with 2 layers :
    - on layer 1 : "Active" (the green diamond) with ball movement + "Active 2" (the black square)
    - on layer 2 : "Active 3" (the blue diamond)

    Here's the code :
    Please login to see this attachment.

    On windows : if "Active" collides with the background (created with "Active 2" on layer 1), it bounces. It's the expected behavior

    Once exported on Android : "Actives" never collides with the background… (It will collide only if I de-activate the event that hide layer 1)

    The mfa is exported with Fusion 2.5+ R292.22 with API29 and tested on a Samsung Galaxy Note 9 with Android 9