I've been having this exact problem, with punctuation not wrapping properly, but I guess there is no solution for it yet, which is surprising since this thread is almost a year old. Using Active System Box doesn't fix it either.
Posts by animdude
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 ended up releasing the game running in Standard mode without the perspective object. When Fusion starts having in-game memory problems, sprites start disappearing. They are still "there", as they can be interacted with, but they go black and animations don't display. Using Direct 3D causes these problems to start at a lower memory threshold. I would have had to delete a lot of animations to get the game to run with Direct 3D. However when switching to Standard, the game could tolerate a lot more, even though I still had to scale back. Unfortunately the Perspective object only works with Direct 3D, so that had to be left out.
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I'm incorporating a lot of full screen animations into my new game; the problem is that when there are too many image files in memory, Direct 3D causes the sprites to blink and disappear, eventually leading to a game crash. I can fix that by changing the display mode to Standard mode, but that means I can't use the Perspective object that I love so much. (The perspective object causes a black screen without Direct 3D enabled.)
Has anyone else encountered this, and is there a solution? Right now I have Standard, Direct 3D 8 and Direct 3D 9 available to me, maybe there is a better one out there?
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Thanks guys, I appreciate that. Now just cross your fingers that it turns out to be a good movie!
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Yeah I should have known better, it should be common sense to not use a beta for production. ;P
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I may have found my problem. I was using the latest beta of the android exporter. When I went back to the last official version it fixed the crashing problem. Hopefully that's all that was wrong!
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I'm having a lot of trouble exporting with the Android tool lately. Games are crashing 100% of the time. I wanted to double check on the versions of the tools involved to help isolate the problem.
Fusion 2.5 is at 284.0 (same for the the Android exporter)
Java is at jdk1.8.0_40
Android SDK build is at 5.0.1 (api 21)
Here is an example of one of the crash reports. Does anyone have any thoughts on what I'm doing wrong here?
java.lang.NullPointerException
at Services.INIFile.updateContentFile(INIFile.java:633)
at Services.INIFile.save(INIFile.java:353)
at Services.CINI.close(CINI.java:48)
at Extensions.CRunkcini.destroyRunObject(CRunkcini.java:57)
at Objects.CExtension.kill(CExtension.java:157)
at RunLoop.CRun.f_KillObject(CRun.java:1650)
at RunLoop.CRun.killFrameObjects(CRun.java:954)
at RunLoop.CRun.killRunLoop(CRun.java:691)
at Application.CRunApp.endFrame(CRunApp.java:1045)
at Application.CRunApp.playApplication(CRunApp.java:773)
at Application.CRunTimerTask.run(CRunTimerTask.java:51)
at android.os.Handler.handleCallback(Handler.java:733)
at android.os.Handler.dispatchMessage(Handler.java:95)
at android.os.Looper.loop(Looper.java:157)
at android.app.ActivityThread.main(ActivityThread.java:5293)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:515)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1265)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1081)
at dalvik.system.NativeStart.main(Native Method) -
Outcast, to answer your question about the revenue split- It's about 60% iPhone, 20% PC and 20% Android. iPhone is by far the most profitable market but it's also the hardest one to break into because the market is so flooded. Android is the weakest mobile option because of the rampant piracy; there are just too many places to get pirated Android games and it's almost impossible to fight. But yeah, they have all three been pretty good so I would always recommend trying to make your game in such a way that it can be released to all three!
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Don't use the "click within a zone" because when the camera pans, your camera buttons will stay anchored to the view screen but the actual "zone" that players need to click will pan away. Use "user clicks on object" instead of "user clicks within zone".
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Yeah anytime you clone a frame your "go to frame" conditions will all point to the new cloned frame rather than the original. It's a glitch in the program I think. You just have to go back and redirect your conditions to the proper frames each time you clone a frame.
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Looks better than my first game did.
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I know it's kind of late, but I have another one on Steam from a while back- The Desolate Hope.
Please login to see this link.
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I agree, it's amazing how far this program and it's capabilities have come. It really makes people's dreams possible.
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I've always loved the art style of this game, especially the atari style box art. Great work man, congratulations.
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Sounds good, thanks for the update.
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I know this has been discussed in other forums to some degree but I wanted to ask specifically if there are any plans for future Windows Phone exporters? I successfully got a few more games onto the store using the XNA exporter, which targets 7.1, but was warned by Microsoft that that won't work for much longer. I know there was talk that HTML 5 could be used? I don't know. Is Windows Phone a dead platform as far as Clickteam products go?
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In the animation editor, look under the 8 direction indicator that contains the ship animations. There is a slider that you can drag left and right. Drag it all the way to the right to maximize directional slots for animations, then right click one of the ship animations and tell it to create rotated animations for all empty slots.
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These are very good videos.
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I don't want to undermine what Prodigy said BUT in this case adding fastloops might make things more complicated than they need to be, especially for someone who is new to this stuff.
How to fix the lives problem: Add the condition "only one action when event loops" to each of your death scenarios and it will fix the problem. It fixed it for me.
How to fix the ship alignment: The reason why it appears that the bullet isn't aligned is because you have only 8 directional animations for your ship but the game is still calculating a full range of motion when determining where the bullet will emerge. In other words, your ship is technically "turned" enough to fire a bullet at a slant, however it isn't turned enough to switch to the next directional animation. Change the number of directional animations to the max and it will give a much more accurate depiction.
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Another way to do this would be to simply have multiple score counters. Each one counts up until it reaches the reward level, gives the powerup, then resets itself to zero. Each time you kill an enemy (or whatever else gives you points) have it add to points to each of the counters. Some counters can be set to global (meaning their value will carry through to the next level), but you can leave other counters as local (their default setting) and those will reset at the beginning of each level. Using global variables, object variables, etc, will work just as well but for starters it's usually easier to just make a bunch of counters. That way for testing you can put them on screen and make sure they are doing what they are supposed to be doing!
And then of course you can have the master score counter which is displayed on-screen and never resets to 0.