just started using bluewing in a new project and wish I had checked it out sooner! thanks Phi.
Posts by cfullerNY
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 built a game using the macOS exporter and when my friend tried running it on his Mac, he got an error:
"XXX app name" cannot be opened because the developer cannot be verified.
macOS cannot verify that this app is free from malware."in MMF under macOS exporter properties, there is an option for bundle identifier. I have in the past done iOS builds so I am familiar with this property, but in the case of this macOS build I don't have any bundle identifier.
my question is - if we want to do ANY macOS builds using the macOS exporter, do we first have to go through apple and set up a bundle identifier, even if the app won't be listed on the mac store? like for a steam app?
I recently did a visual novel in renpy and that compiled a macOS build that worked fine, and I never specified a bundle identifier nor did I register the app with apple.
thanks!
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Yes it is a 16 color BMP which is the format my assets in - so in the case of those assets I cannot use import function.
There are also times where I am drawing in a pixel program and just want to copy and paste directly into the active frame editor, I encounter this same issue with black transparency."Pure black is one of the most commonly used colors - possibly the most commonly used one. It's not a good choice as a default transparent color." - I am glad someone agrees, please either let us change in global preferences, or change it to something less common! I cannot tell you how much time this would save!
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Thanks for the advice but I already knew this and it does not solve my problem.
I need a global default transparency setting in preferences for every time an active object is created. Not for the frames within an active object.
Why? Well, one reason is I have totally normal .bmp files and half the time they throw up an error when I try and use the import frames option.
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Please could you add the ability in preferences to set the default transparent color when making an active object? (on a global basis, not per object basis)
OR
Please make the default transparent color magenta, not blackI am working on a project with many active objects and animations and every single frame I import I have to paste the frame, which fusion auto makes all black pixels transparent, so then I have to fill the entire window with a black box and then paste again
It is a small request that would help me so much i cannot even explain, and I think will help a lot of other people too
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in the animation editor, up until today, i was able to batch move all hotspots by holding alt and clicking the desired quick move box.
this no longer works.
has the shortcut changed?
i am working on a very asset heavy project and this just added a lot of time and manual error risk.
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I support Clickteam 100% and am waiting patiently for Fusion 3 to be released. Meanwhile, Fusion 2.5 is still great as ever!
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Julian82, thank you so much, it works perfectly! I tried playing around with different ratios and scaling factors, and it totally makes sense. Seriously appreciated, MFA example of the year award !
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I think the setups that would work highly depend on your game's display setting. If you use windowed fullscreen you've more options available than on real fullscreen. What way of going fullscreen are you using (Ultimate FS extension, change resoluiton mode, resize to fill display). A setup that works for me on almost all display settings is this one: Please login to see this attachment.. When creating the sub-app, resize it to the user's desktop resolution (you can get this data from the window control object), then it should strecht to fill the screen.
1) "What way of going fullscreen are you using"
I am using "resize to fill display".2) "When creating the sub-app, resize it to the user's desktop resolution (you can get this data from the window control object)"
How do I do this?Thank you so much for helping me with this
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I have a 640x480 application that consists of one frame, with a 320x240 sub application positioned in the top left hand corner of the frame.
When I run the application full screen, the 640x480 frame resizes correctly to fill the screen, but the 320x240 sub application does not resize - it stays the same size as if i was running it windowed in the top left corner of the screen... I want the sub application to resize proportionally to fill screen along with the main frame.
No matter what combination of settings I try, I cannot get the desired result.
Please can someone post an example or tell me how to do this correctly?
Thanks and happy holidays!
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Hi All. I have a game that works perfectly in Android, iOS, Windows, etc.
When I export that game in HTML5 and play it, if a counter is single-digit, it works properly. However, when a counter goes to double digits, it will move to the right. This is the opposite of the way counters work in the other exporters. In the other exporters, when a counter goes to double digits, it will move to the left.
Any idea what's causing this or how to get around it? I don't want to have to specially code the counter placement for HTML5...
Thank you.
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Any update on this?
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Would be great to see Clickteam produce a Switch exporter.
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I have the same issue - I am an MMF2.5 Developer owner and I want to take advantage of this bundle for the UWP exporter.
It would also be very convenient to have MMF2.5 accessible from Steam. I almost purchased the $1 humble bundle in order to do this but then I realized that it is not the developer version and I would have no exporters there...
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Hi All. In my attached MFA, you can click on an active and draw a line out from it, and once you let go, the active will follow the path of that line.
While the active is 'walking' along that path, you can then click on the same active to pause its walking and draw a NEW line, and the active will then follow that new line.
There is a 2nd instance of the same active, and you can click on this one to drag a line and have it walk. You can freely switch between the two.
The design breaks down when you have one active walking and you click to draw a line for the 2nd one to walk. Everything becomes muddled.
Can anyone take a peek at my MFA and give me some insight? I have a feeling it'll be a very quick fix for someone with a bit more chops than I have.
Thanks very much.
later edit: I think the issue is how I'm always spreading value in the walking path objects (line 10). will look into this.
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Very interesting and unexpected development!
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Hi Tuna - care to share which method you have devised for testing connections? Thanks!
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Ah I had suspicions it was xCode related. Thank you very much everyone.
Hopefully StingRay's workaround will provide a simple and quick solution.
success: adding those two lines to the plist allowed my app to use HTTP GET.
also, I should've been paying closer attention: the dialog message was posted in Xcode, I just didn't bother to look. 7 may be an improvement.. in the past I always looked at Xcode with pain... anyway in my experience in these times when many changes must be made to the plist and build settings, it's best to build and play your game on android... so much easier.