Don't have an account yet? Then register once and completely free of charge and use our wide range of topics, features and great options. As a registered member on our site, you can use all functions to actively participate in community life. Write posts, open topics, upload your pictures, put your videos online, talk to other members and help us to constantly improve our project and grow together! So, what are you waiting for? Become a part of us today!
To get support for a technical issue such as installing the software, to query a purchase that you've made/would like to make, or anything other than using our software, please visit our Customer Service Desk:
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!
How to control built in platform movement with custom onscreen buttons?
I have few platform games and I want to upgrade them with virtual keypad so that they can be played on android based tablets. The problem is that I do not see a way to connect my virtual keypad to built in movements. (you can only read joystick object but not set joystick states).
The same problem arises in iOS export module. There, you do have onscreen joystick option, but controls are too sensitive for climbing the ladder. There is also no way (that I know) to limit the movement in 4 direction only. You can set joystick mask but once you enable left, right up and down you are having again the problem of falling off the ladder. Best solution would be custom virtual keypad ...
Small glitch - Text fonts on buttons are moved (IE worse than chrome worse than Firefox).
Please login to see this attachment.
Link: Please login to see this link.
Text inside buttons is moved right and down comparing to mmf2 and to swf export. (but some fonts are moved in swf too compared to mmf2)
After converting 3 games must say that progress from beta1 to beta3 is incredible. None of games worked in beta1, now with platform error fix I have only one strange happening (but it might be speed issue - must get more into it). Will download beta4 now and start convert platform games...
Q: Do you plan to include Joystick object in future?
If you run Please login to see this link. you can see there is no text on the bottom saying "Go to the store and pick up ..." as it is if you run error1.mfa in mmf2 or export it to swf.
(How it works: Game stores dialogs in alterable strings of active object. Then this strings are accessed by index [random] and displayed in string object at bottom of the page. [set alterable strings to AltStrN$(...)] )
I am sure problem is in AltStrN$ call (works ok if I replace AltStrN$(..) with "some text").
Finally I installed html exporter and convert one game. It is quite simple game using 8 direction movement for player, no scrolling, 4-5 enemies using bouncing ball movement, treasures (cc 20) and goal object. There are several (4) layers in game... Here are some issues.
1. SPEED (all browsers are latest version) - Chrome (Win): Works great, collision is somehow different than in swf (only problem is that bouncing is now random where suppose to be only horizontal or vertical but that is just bad work from my part) - Firefox (Win): Small jumps in movement but nothing to cry about. - IE (Win): Almost no movement, after minute Norton complains of hi processor use from IE. - Safari (macBookPro): Works great, interesting that collision is now same as it was in swf (? no explanation why) - Safari (iPad): Almost no movement, (!!) - Def.Android Browser (Galaxy Tab): Almost no movement (did not expect much on old tablet but must say swf works ok. Also changing frames with few backdrops works really slow here )
2. Other problems - Alterable strings by value, does not work. AltStrN$( "Variables-Questions", QuestionId( "Variables" )) where QuestionId is set at start
Great news, really looking forward to this... I am running small education site for kids with average 5k u.visitors/day. Few games are in mmf2/flash exporter, and cannot wait to change them in html.
So please if I am not to late count me in as tester...
Try using multiple touch object and XTouch(..) YTouch(..) values to detect clicks inside your controls.
Know also that deceleration of platform movement object is not working! (Works fine on simulator but not on iPhone) So you will need to set manually X Velocity to 0 to stop you toon. (when no input is given for example)