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Hi, I am a officially Nintendo Developer. I browsed the Nintendo Developer Page and wondered that Clickteam Fusion is also listed as a game engine for Switch but with no Details. I remembered that I have to contact the Clickteam Fusion Team of i want to release a switch Game (in the official website).
Can I get further information about that?
How can I port my Clickteam Fusion games to Switch?
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....
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
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"?
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.
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.
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 Please login to see this attachment.
Savior1 Medium is Embedding Licensing rights : Installable (no embedding restrictions) Please login to see this attachment.Please login to see this attachment. You change to this Editable (Read-write) Please login to see this attachment.
Try this font : Please login to see this link.
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.
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.
Please login to see this attachment.
here is my Fusion file and the ttf font: Please login to see this link. Please login to see this link.
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.
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.
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