Solved! I found the solution here:
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Posts by dogen
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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Nice, thanks! Updated:
Please login to see this link.Wow, thank you, you're the best! I'll be using it in my next game.
Do you know if it is still buggy on iOS? -
Is there a way to use the Joystick Control object almost as an analogic joystick (not limited to 8 directions)?
Thanks in advance -
Hi Phi, thank you for your amazing work!
What is the free servers capacity, in terms of number of players?
Do you know of any cheap server service that would have less limitations?I don't know much about this stuff, it's my third Fusion game but the first one in which i want to experiment with online multiplayer.
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My Fusion is R284.10.
The app worked perfectly fine right until i built the Release-version.
Unchecking it makes it work again, too bad i can't upload that version on Google Play!..
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Are you building with api 22 you should be ok with 285.1 but all betas are ready to build target 23 and of course this is a deep change made by google, unfortunately we need to follow their lead and update each time there are new api or modifications.
WebView2 Object need several permission now that were not need in previous api
LOCATION; Coarse and Fine
INTERNETthese 3 permission become dangerous, I recommend to read this
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i'm building with API 22 and targeting 2.3 / 2.3.1 / 2.3.2.
Even with all those permissions, the app will still crash in the frame with a webview object...
is there a way to fix this? it is crucial for my game.
Thank you.
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(Sorry if this is a dumb/common question, but i looked around the forum and couldn't find anything useful).
If i have multiple "Object A", is there an easy way to check if ALL "OBJECTS A" SPEED IS 0?
The condition Object A speed = 0 is no good, as it is triggered when just one (or more) of them isn't moving.
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Hey Danny, did you realease the extension yet? I'd happily buy it
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any news on this one? is it still impossible to use custom fonts on android and iOS?
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Thank you for your thorough answer! I guess i'll go with solution 1 and use google API, it seems way easier.
It'll only work on android, right? (since there's no web view object on iOS)
Thanks again!
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I'm not sure if this is the right section to post this kind of question. if not, please move the topic!
Anyway, i'd like to know if it is possible to have a QR code generator extension for iOS and Android exporters.
Thanks in advance!
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i'm bumping this up, it would be amazing if someone made a qr code generator extension!
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guess i'm too late, right? X)
too bad i didn't see you message before!
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what about the exporters?
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no christmas discounts this year?
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on iOS, what is better for performance: to use the semi-transparent effect in the frame editor, or to change the transparency value at the start of frame with an event?
thanks in advance -
thanks!! you're the best!
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never mind, i got it to work xD
thanks again! -
sorry if i bother you again, can you please post a working example?
because in the way i programmed it is still a bit buggy. for example, if i jump in front of the moving platform, the collision will happen in the same frame for both the sensor and the player causing the bug to happen again. -
Warmachine: i'm sorry, but i think i'll need an example, i'm not sure i understand what you mean by saying "have plus or minus x and y coordinates until he sits on top of the platform". The game need to know somehow on which side of the active the collision happened, to be able to push the player away in the right direction, right?
Caesar: your solution seems to actually work. i had to use 3 sensors (left, right, top) and it feels a bit "laggy" at times when pushing the player away, but it works, so thank you very much