Posts by Hydra

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.

    Hi everyone,

    I'm using the Web Control Object and, while I see there is a way to get innerHTML by ID, there is no option to get anything by class, etc. I need to get an element from a website by its class since it does not have an id. Is there any way that I can creatively get the element by its class using this extension? Thanks!

    Submitted a bug report! thanks for the pointers. Fernando pointed out to me that "Chrome" is not a valid user agent, but even with a full string, the problem persists. Such as:

    Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.96 Safari/537.36

    Hey everyone,

    I am developing an app and I need to change the user agent. I found that the extension "Web View Object" has an event that allows one to set a "User agent string".

    No matter what I set it to, I don't get expected results. If I set it to "Chrome" for example and then navigate to a site that tests the user agent, it always says "cannot determine user agent."

    It seems that the event only sets the user agent to the first letter of the input. This is a screenshot from Please login to see this link. after I set the user agent to "Chrome"


    Please login to see this attachment.

    Hey guys I had a quick question on something. I'm working on a game where one's character can be wearing different clothes.

    The clothes need to have still frames as well as frames for when the character walks and attacks. That's three animations right there, not counting future ones.

    Would it be a good idea to store each article of clothing as it's own active object?

    For example, let's pretend I have an active for a shirt, and I'll call it shirt_01.

    I could do a "Create object with name" whenever I need to spawn shirt_01, and within that active I could have all the animations I need.

    This is the best solution I could think of, is there an easier or more efficient way of doing what I want here?

    Thanks in advance.
    Hydra

    Thanks Scilya151. I tried your suggestion originally but I still cannot have multiple servers ALL running lacewing, as I said only one app can run lacewing at a time. The reason for this I'm pretty sure is that lacewing for flash requires port 843 or whatever, and you cannot change that.

    But anyway, if you figure out a solution to that please let me know.

    Also, I was going to send probably 5 bytes for enemies: a short for X, a short for Y, and a byte for direction.

    So my next question is.... if my main server runs lacewing, and my mob server simply handles mobs (no lacewing) then the mob server needs to communicate with the main server. What's the best way to do this?
    Some ideas:
    -shared data obj
    -ini file
    -text file
    -database
    -any other ideas?

    Hey everyone. I'm using lacewing to run a server for a SWF/flash game I'm building and I was wondering how I can achieve best performance for it.

    I heard the best way to do a bigger server is to split it up into different functions (i.e. a login server, world server, mob server, etc). I have the server set up that way.

    One more important note is that (unless I'm doing something wrong) I've discovered that only one server application can use lacewing. For example if I open a login server and host lacewing, it's all good. But if I then try to host a world server on the same computer, the server never opens.

    I got around this by creating a main server that has the lacewing extension, and this server is responsible for all sending and receiving. But that's all it does. The rest of the work is routed to the other servers (login, world, mob) via the shared data object.

    So for example when the user opens his client app and tries to log in this is what happens...
    a. the main server receives the player's request through lacewing
    b. the main server routes the request to the login server
    c. the login server interprets this request
    d. the response is routed back to the main server
    e. the main server forwards the response to the client and logs him in to lacewing

    I handle all of the routing by using the shared data object.

    So my question is....
    1. Is there a better way to split my server into smaller parts so that I don't have to have so much inefficiency with the routing?
    2. Can I somehow host 3 separate servers instead of only hosting one and routing all traffic through that one server?
    3. For the most part this system seems to be okay. However, I'm starting to get worried because I'm going to be working on the mob server soon. The mob server could potentially have hundreds of mobs and these positions would need to be sent to players every few seconds. How can I even route that much data between applications? The shared data object only holds 2048 bytes of data....


    Thanks so much, sorry for so much text.

    Hi there. I was having trouble with the FGL extension, it wont display anything. I used CT's example for FGL that was included with installation and I replaced the default gameID with my gameID that is displayed on this page:

    Please login to see this attachment.

    The example .mfa just keeps saying "Failed".

    Any help?


    Thanks

    Here's an example I put together showing how the "On message received" for channel is acting weird.

    Please login to see this link.

    You'll notice that there is only one condition in the event editor and that is the channel condition. Also, you'll notice there is only one active inside the frame called "STAT BAR". This frame is actually straight from my project and this was one of the objects that contributed to the crash.

    What I mean is, that if you were to try deleting "STAT BAR", the error should go away. I have no idea why this is.

    The error also goes away if you tick the "Create at start" option (so that it is not created at start).

    The weirdest part is that this object has NOTHING to do with the lacewing command; it's not used or referenced in the condition or the action.

    Edit:
    I think the error happens when active objects are renamed. It sounds crazy but seriously try dropping an active in the frame with the LW object. Export and nothing will happen.

    Now rename the active to something other than "Active". The error happens again.

    Alright this last version fixed every issue I had before. Very thanks and superb work, Villy.

    However I found another strange error.... whenever there is a "On message received" only if it's for a channel, the client will get this error:

    But it only seems to happen under certain conditions. I can't narrow it down quite yet but take a look at the "on message received command".

    Does yours look anything like this?
    Please login to see this attachment.

    For adding binaries:
    Right Click > Binary to Send > Add short (or byte, or integer, etc)

    The push function was renamed at some point....
    It should be:
    Right Click > Send > Stack > To Client

    Hey guys I made another example. This one is more user friendly and better exhibits the issue.

    I think the problem arises when
    1. the messages are sent too fast to the client (like when using a fastloop). This is NEVER a problem in the windows runtime.
    2. there are more than one piece of binary per message. Example, sending 2 shorts instead of 1 in the same message.

    This example shows 3 different scenarios.
    1. The first button has almost a 100% success rate because it sends ONE short, and uses a list object to slow down the messages being sent.
    2. The second button fails almost every time and usually only one or two messages make it at all. This button sends a single binary message with TWO shorts inside it. Also takes advantage of using a list object to slow down messages.
    3. The third button also almost always fails. This is supposed to send the messages fast, and this is achieved using a pure fastloop to send the messages. Even though this message only sends one short per message, it still usually fails.

    FILES:
    Please login to see this link.

    Alright I've figured out how to reproduce it:
    1. So please download the server and the client MFAs, and export the client MFA to a flash file.
    2. Run the server first and then run the client.
    3. After running the client, hit the space bar. The client will then connect to the server and send a single message.
    4. The server will run a loop 5 times and respond with a message during each loop. On windows runtime, this message is received 5 times as expected. However on the flash runtime, the client appears to receive one message but then displays an error and ignores the remaining messages.

    Note: I'm using a flash projector (allows you to run flash files as if they were .exes). Also don't forget to put the server XML in the server directory.

    FILES:
    Please login to see this link.

    I'm getting this quite a lot. I can't seem to find a pattern. Is anyone else experiencing this?

    Is there any possible way to download files from the internet inside a swf application?

    Also, when I save to the "app data folder" (like for example, the default location of the INI object), where can I find that folder on my computer?

    Thanks!