In my game engine the first sound ist not played. Even if I build it for Android. The sound only comes after second "Push on Button". The First time I Push the Button, the sound ist Not playing in my PC or Android device....
Posts by gnodab2
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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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When I want to play sounds on my game the first time the sound is playing, it is not playing. I´ve tried so many things to play the sounds directly but nothings gonna work.
This is what I got:
- Preload sound on Data Elemennts is on
- the Sound is converted with CF to .ogg
- the sound is played on a specific channel
- it doesn´t play proberbly on windows run mode and on android
- it even doesn´t work in a simple test file
- I´ve allready found the solution to play all sounds on the start of the frame on mute channel, but I think this is not going for my project cause I have a lot of sounds. I haven´t tested this yet
I also attached a CF file that is´t working.
Thanks for your help
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Okay thanks alot. Both will work for me. I guess saving to ini is less code, but save to file is also working again thanks to the "/"
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Hi, im trying to make a Game Asset Pool in one frame for several Game objects. When I want to create a new object from this frame in another frame it is no problem. I can choose the object from other frames in the directonary.
But of I want to create an object by name like "player0" it doesnt create anything If there is no copy of this object inside the actual frame. Ist there any specific comand for this besides just naming the game object? Like Frame1+"player0"?
Many thanks!
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So I can`t use arrays without inis anymore? Thanks for your help anyway. I like the trick with custom values
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I'm having another problem with saving and loading on an Android smartphone. I had this problem a few years ago and now it's back again. When I test the app with "Run Application" on Windows, saving and loading an array file works. But nothing is saved on the Android smartphone. I have already tested whether the array is entered correctly and apparently that is not the problem. I always build my app with API 33.
Thanks for your help.
I have also attached a test file that works under Windows, but not on the phone.
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There are so many tutorials on how to use the opponent with the Platform Movement Object. But my question is, how do I use this if, for example, you have 10 opponents who are running towards the opponent and if there is an abyss they fall into it. Is there an easier way to behave? Do I use a separate PMO for each opponent?
Summarized:
I want to have a level where the opponent activates as soon as the player is close and then runs towards him. The opponent uses Gravity, e.g. falls into a hole. There should be 10 such opponents in the level.
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Not change in code, about this, I will provide you a runtime for this, through PM for you to test.
this will be great, thanks!
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Can you please point which is the fusion version you mentioned here that worked, what fusion version you have installed now, updating android studio isn't related to this situation
I tested with a simple clean scene with just a string object and the Android Font Packer
Build R293.1 worked
Build R293.10 wired shadows
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okay, this was the same problem, but no solution.
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Savior1 Medium is Embedding Licensing rights : Installable (no embedding restrictions)
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You change to this Editable (Read-write)
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Okay i tied that one, but it doesnt help. Also i reinstalled Fusion and Android Studio and all the fonts. than i tried also different pixel fonts. but every font has that grey shadow. Turning antialaising on or off on the string object doesnt do anything.
This what i tried:
- Uninstall and reinstall Clickteam Fusion, Android Studio and all the fonts
- Replacing the font with another Version (pradeep)
- Replacing the fonts with other fonts
- Turn on and off antialasing on string objects
- Turn off Smooth resizing (properties)
- Turn on and off read permisssions (Android Options)
- Tried different Display Modes (Android Options)
- Change Target Android Version
here are some different fonts but same problem:
Please login to see this attachment.Am I the only one with this problem?
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OK I found a working string object in my project.
(1) is working correct(2) I cloned the object and rassign just the same font (also font size). Inside Fusion nothing changed. but when I exported it will be the "grey shadow" appear again. I think it is like an antialiasing shadow, because it is mixed with the background color.
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here is my Fusion file and the ttf font:
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Sorry no it doesnt work. still got those grey shadows
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okay, maybe i found the solution. it is also like this thread: Please login to see this link.
i reinstalled the font for "all users". Then it worked. -
Here for conparison:
I want just get rid of the grey "shadows"1. Is what I want (non antialiased)
2. Is the new antialiased that i don't want
3. Is with antialiasingPlease login to see this attachment.
All fonts are the same scaling and resolution
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Ok, but I don't want to use antializing, because of bad reading when scaled.
My point is I didn't change anything except for updating the software and the font is messing up in all my past projects.
Before it was truely clear reading but now, there is a kind of grey shadow behind that font (a little bit like when used with antialiasing) It ist getting worse when using antialiasing but it is also not good when turned off.
Here is another excample. Both fonts have the same settings (except for update) but looks totally different.
The picture above is before Update.
Lower one after update to the newest versions. It is Just not clear anymore.Please login to see this attachment.
I also tried different pixel fonts, but the "grey shadow" is always there now. I also tried to open up older projects but after exporting the clear font changed also.
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Can anyone try to export a pixelated stretched antialiased font with Android Studio 2021? I tried different pixelfonts and different settings but nothing get the right solution.
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I also updated Fusion top the latest one. Before it was Clickteam Fusion R292
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It was ok before updating to Android Studio 2021 and using its own JDK.
I changed nothing in the settings. It was all ok on Android Studio 4(?) and using SDK Java 1.8.0. But It crashed even more and more when building the APK so I updated everything. Now the texts are not sharp enough
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Here you also can see the difference:
In the past:
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