If you use directions to set which direction an active moves, you can use on collision "set direction to [your_object] direction + 16", this will make your object direction to reverse.
Posts by Dobermann
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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No, the sounds doesnt pause, the all musics / sounds continuing to play even if its in pause mode as you said
Edit: okai i just needed to uncheck a sound option from app properties works but so buggy sometimes music pauses sometimes not then the game being frozen fully while the music plays when the app returned from pause, i dont prefer this zzz
I don't know how you made your app but i don't have any issue, i made several games, none have their music being played when in background state.
You must not check "Do not mute samples when application loses focus" unless you've created a music player. -
Then how the music should stop when a person closes app?
Because when i uncheck that, the music doesnt stop when the app is closed
The app is not closed when it is in background state, it's paused and sounds are also paused. You can use the Android Plus object to detect when the app return from pause and do your stuff, like reboot the app if you want to simulate a "close". But keep in mind that an app should never be closed when put in background state by an user. Apps must be closed by the user himself, using the true close function from his device.
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I think this is pretty important bug that i found;
shortly, there are 3 main buttons on the bottom which is default android navigation buttons, when you close the game via 1st button (back button) or 2nd button (main menu button), the game/app terminates/closes well and when we launch the game again everything very well works but when you close via pressing 3rd button (the app list button) and wait there 1-2 seconds and then open the game back, literally the whole touch screen freezes, its not about Multiple Touch ext nor "User clicks with left button" event, just the whole touch screen freezes completely on the app for no reason
i hope this bug will be fixed cuz rlly annoying thingy to happen-Here's vid showing the bug on a notepad app which made with ctf (i also have another game which is experiencing same bug too) : Please login to see this media element.
You can easely fix this by unchecking "end application when not in foreground".
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Yes, it's what i do everytime i feel a slowdown. I saw that it was there to "speed up" the compilation process but in the end, it slowdown everything... Thank you Google! lol
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Hello,
I have an issue each time i build an Android app. The process "OpenJDK Platform binary " is launched to build the APK but it is never closed and Fusion ends up by being very slow... I'm not sure, but i think this started since i installed Android Studio Koala, i don't remember having this issue with Giraffe version.
But in the end, i don't know if it's a Fusion issue or not. Shouldn't it close the "OpenJDK Platform binary" process once the build is finished?
Please login to see this attachment. -
I've found a strange collision bug:
Please login to see this attachment.I created a laser that should stop while colliding with background objects, but it pass through the background objects on specific angles only on Windows runtime when the layer is not layer 1.
Heres' the MFA to reproduce it (remove layer 1 and the bug is gone):Please login to see this attachment.
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Also, undeclared Alt Values >= Alt Value AA automatically create crashes on Android only. So, if in your events you have something like "add 1 to alt value AA to object A" and that in object A you have not manually added the alt value AA (by pressing the NEW button until you get the alt value AA displayed), the game will crash. It's annoying for debug. I don't know why this only happens on Android...
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I think you have an action for this in Android object or androidPlus object that is adressing this
Really? What is it? I checked both extensions and i see nothing regarding music or sounds... On iOS i use iOS+ to enable "sound from external apps".
Also, the android object help file is completely outdated...
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1. Install "Android Studio Koala Feature Drop" from the Android Studio archive: Please login to see this link. (uninstall Android Studio first, if you've previously installed another version)
Wich version did you installed? There is multiple versions of Koala Feature Drop. It seems the latest version of Koala Feature Drop is 2024.1.2 Patch 1 from september 17, 2024. Can you confirm? Thank you.
Also, does the version of Android Studio has any effect on the apps we build with Fusion? I'm still using Giraffe version and i was wondering if updating to Koala could help to solve some crashes and ANR ot if it has no effect. -
also
Ladybug Android studio not compatible with the version 295
so don't use it
Is there any benefit to use a later version of Android Studio? I'm still using Giraffe because i was unable to get later version to work with Fusion in the past (an issue with a jre folder not found by Fusion). It seems that this issue is now fixed but i was wondering if i should update my Android Studio or keep it to Giraffe version.
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Additional info: My monitor resolution is 2560x1440. The issue doesn't happen if I set the desktop resolution to 1920x1080, but it returns when I set it back to 2560x1440.
I use a Ultra Wide monitor (3440*1440, 100%) and i don't see any issue, i tested windowed and full screen. I also tested on my Surface Laptop Studio (2400*1600, 150%) and no issue.
Seems to be your installation or system that have a problem.
When you build an EXE, does it have the same issue on your system?
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Hello! I'm writing on behalf of my friend feryk, who cannot get his profile activated on the forum.
Feryk struggles with multiple games, which Google constantly rejects with message:
"We detected user data transmitted off device that you have not disclosed in your app’s Data safety form as user data collected."- Applications does not collect or share any data
- Applications don't use any inApp objects or payment methods, nor GPG objects.
- feryk tried this with multiple versions of ctf, including last versio update (androidinapp295update)- This issue is even with newly created games.
Could be there any other plugin, that causes this?
Is there any info about the rejected games I should share here?There is a form to fill in the Google Console to say you don't collect data. This is what you are missing i believe. With the changes they made to the Google Console, i have no idea where to find this tab... Isn't there any warning message at top when you try to publish an app saying you need to fill a form or something like that?
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Yes you can, i work on small resolution that are upscalled at pixel perfect. You must use a resolution that can be easely resized, for example 640*360, then in android settings you must choose "fit inside and adjust window size" and "smooth resizing" must be off.
Of course, you will need to make your game frame larger than 640*360 and keep that in mind when creating your game. Device that have different screen ratio will see more of your frame. -
Do anybody else has those crash reports in their Android Vitals?
I have only one game that suffer from those crash reports, and it's the only one that uses "include another frame" function for levels.
So i was wondering if it was related to this.I tried many changes and i'm unable to get rid of thoses crash reports (and i have never experienced any myself).
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Hello guys,
I would like to use shaders into my new game to add some light effect on bullets and more, but i have no idea on how shaders work...
I can't find any example or tutorial, i would love to learn how to use those new functions.
Do you know where i can find any example file or tutorial? Thank you.
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Hello guys,
I'm affected by hacks on my games, people use a tool called "satella" that allows to unlock in-app purchases for free.
I saw that the only solution is to make a server sive receipt validation, but i have no idea on how to do it...
Do anybody knows how to implement something like that?
I guess it would be also useful for Android IAP.
Thanks.