Posts by leightonw87

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.

    I've recently had an email from Google that I need to update an app to keep my developer account so I thought to just push an update to a game and due to so much time passing the requirements for updating apps has changed so I need to target at least 14, I'm trying to build but it keeps failing with the following:

    Quote

    Your bundle targets SDK 34, but uses a Play Core library that cannot be used with that version. Your current com.google.android.play:core:1.10.3 library is incompatible with targetSdkVersion 34 (Android 14), which introduces a backwards-incompatible change to broadcast receivers and may cause app crashes.

    I've noticed after searching there is a patch using the beta feature of steam but it won't even get anywhere with building,

    Does anyone know how to fix this as I really need to fix this issue?

    Had a try of alpha 2 and "version" still needs to be defined near the top of KaiOS.js for the softkeys switch case and KaiAds is reporting error 2, KaiAds documentation says the below.

    2Ad onready function is requiredPlease implement the onready function to handle the returned ad.

    I did look at the code but no matter what I do it still gives error 2, can't figure it out.

    I know this is an old post but there is an issue I've found with is extension, in the KaiOS.js file version needs to be defined.

    var isKaiOS = false;
    var kaiOsVersion = 0;
    var version = 0 //<-------This line needs adding to the file, seems to work on my Nokia 8110 4G.

    var lskPressed = false;
    var rskPressed = false;

    I found what was causing the issue, turns out it was the Amazon in-app purchases extension causing the issue, I took a look at the generated AndroidManifest.xml file and it had intent-filter without the android:exported line.

    Looking through the extension files and looks like it's something I can't fix myself, perhaps my extension needs updating.

    EDIT: I checked on Clickstore and the Amazon in-app purchases extension hasn't been updated in awhile.

    Hi, does anyone know how to fix this, I'm trying to export my app as an Android bundle targeting API 31 and it gives me a manifest error.

    I've checked the manifest in the runtime folder and android:exported="true" is already included, I'm using build API 33, targeting API 31 and minimum is API 24.

    I have been told on discord about a Android manifest extension but can't find it where I have searched and don't know how to fix this.

    Google requires apps targeting API 31 and I can't upload it to the Play Store.

    I've not had it crash once, that's the weird part about it, I was wondering if it could be having issues on older Fire tablet devices because of an incompatibility issue, The tester isn't giving me any useful information, it's very vague.

    If if fails again I will remove support from older Fire tablets just to see.

    Hi all, I've recently been developing a game and exported it using the Android exporter, game works great on every device I've tested on including a 7th generation Fire Tablet.

    My question is has anyone else had issues submitting apps where the submission process reports that the game forces closes on start up.

    This is what Amazon says: "We are unable to test your app as it does not function as intended. The app exits/ force closes/ freezes/ displays an error message after being launched. Please fix the issue and re-submit the app."

    Because of this issue Amazon keeps having I can't submit my app to the store.

    I'm adding my APK below in case anyone has time to test it for me on their devices, if you are able to test it could you report back if it works or not and what device your trying it on.

    Please login to see this link.

    This version has been worked on since I uploaded it to Amazon but it was mainly fixing the odd bug, it's not perfect though and I'm trying to get round to them.

    I currently working on my casual time waster game and I think I'm having weird scoping issues on the editor runtime, not got round to testing it on android though,

    The gist of the issue is when I use "A new touch has occurred" all the other conditions in that event don't seem to make any difference in the scoping of the event no matter what I add or remove.

    I made a cut down MFA attached to this post and was wondering if someone can take a look at it, the main event line that seems to be the issue is line 39 in the "Aim Ball" group of the first frame.

    I've decided now on giving up with trying to figure out the angles and everything that comes with it and embracing the chaos that is the 32 directions, makes it more chaotic, frustrating and more fun/difficult >:), also I might have increased the the chances of picking up extras balls by half so it soon gets quite frantic.

    It's been trying to figure this out for a while now,

    I'm making a game very similar to the Ballz game on the play store, did originally try the built-in bouncing ball move ment but it looked weird and acted odd with 32 directions.

    I'm now trying the vector movement after seeing someone post an example of it but the one thing that I keep hitting a wall one is the bounce trajectory.

    I'm no good a trigonometry myself and just don't understand it and was wondering if someone happens to have the magic algorithm perform such a feat.

    I even started trying to make the game in Godot as it got so desperate and then I hit another wall and come full circle back to fusion.

    I've scrapped the original version as it it was too trouble some, I thought about trying another game engine and while I did try I just had to come back to fusion as it's easier for me to understand.

    One night I had a brainwave and using something that I learned from the other engine I've managed to make the game very lightweight, no collision detectors needed and all done using an array.

    It's not completely bug free but what I got now is a fully working prototype.

    I'll try to share the MFA later for anyone that is curious.

    Thanks for everyone that replied, your help was greatly appreciated.

    I removed the transparency on nearly all object and did notice an improvement but I think what is causing the majority of the lag is the calculations.

    I'm really at a loss with this one and thinking of abandoning the project as I can't figure out the boulders and diamond physics without the for each loops.

    I also have calculations happening with the scrolling and that I feel might not be helping either...

    Oh well. I'll give it this weekend and if I can't figure it out I'll have to leave it go.

    Hi, I'm trying to make a game for android, nothing too complex with a few fast loops and the frame rate is abysmal when scrolling.

    I also find building the game does take a long time to what I'm used too.

    APK below.

    Please login to see this link.

    MFA below:

    Please login to see this link.

    ( Can't seem to upload attachment using Opera GX )