Posts by Jyrkface

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.

    Trying to update my little android game I released last winter to comply with Google Play Store's version requirements.

    And I'm running into trouble :S

    Every time I try to export I get a warning that my Gradle Plugin is out-of-date, then the build fails.


    I updated and then reinstalled Android studio. I updated my gradle plugin in Android Studio to 8.6 but that seems to be project-specific? Is there somewhere else to update the gradle Fusion uses?

    In my Fusion android settings my minimum version requirement is 6 and my target is 35, I installed SDK 35 and the SDK 35 tools in Android Studio, and checked my SDK and JDK targets in Fusion preferences.


    Full Error Report:

    WARNING:We recommend using a newer Android Gradle plugin to use compileSdk = 35

    This Android Gradle plugin (7.4.2) was tested up to compileSdk = 33

    This warning can be suppressed by adding
    android.suppressUnsupportedCompileSdk=35
    to this project's gradle.properties

    The build will continue, but you are strongly encouraged to update your project to
    use a newer Android Gradle Plugin that has been tested with compileSdk = 35
    > Task :app:preBuild UP-TO-DATE
    > Task :app:preReleaseBuild UP-TO-DATE
    > Task :app:compileReleaseRenderscript NO-SOURCE
    > Task :app:generateReleaseResValues
    > Task :app:mapReleaseSourceSetPaths
    > Task :app:generateReleaseResources
    > Task :app:createReleaseCompatibleScreenManifests
    > Task :app:extractDeepLinksRelease
    > Task :app:processReleaseMainManifest
    > Task :app:processReleaseManifest
    > Task :app:processApplicationManifestReleaseForBundle
    > Task :app:checkReleaseDuplicateClasses
    > Task :app:compileReleaseAidl NO-SOURCE
    > Task :app:generateReleaseBuildConfig
    > Task :app:javaPreCompileRelease
    > Task :app:checkReleaseAarMetadata
    > Task :app:mergeReleaseResources
    > Task :app:mergeReleaseShaders
    > Task :app:compileReleaseShaders NO-SOURCE
    > Task :app:generateReleaseAssets UP-TO-DATE
    > Task :app:mergeReleaseAssets
    > Task :app:processReleaseJavaRes NO-SOURCE
    > Task :app:processReleaseManifestForPackage
    > Task :app:desugarReleaseFileDependencies
    > Task :app:mergeReleaseJniLibFolders
    > Task :app:mergeReleaseJavaResource
    > Task :app:bundleReleaseResources FAILED
    > Task :app:processReleaseResources FAILED
    > Task :app:mergeExtDexRelease

    FAILURE: Build completed with 2 failures.

    1: Task failed with an exception.
    -----------
    * What went wrong:
    Execution failed for task ':app:bundleReleaseResources'.
    > A failure occurred while executing com.android.build.gradle.internal.res.Aapt2ProcessResourcesRunnable
    > Android resource linking failed
    aapt2.exe E 08-28 12:13:49 1240 13052 LoadedArsc.cpp:94] RES_TABLE_TYPE_TYPE entry offsets overlap actual entry data.
    aapt2.exe E 08-28 12:13:49 1240 13052 ApkAssets.cpp:149] Failed to load resources table in APK 'C:\Users\default.DESKTOP-K2GDCM3\AppData\Local\Android\Sdk\platforms\android-35\android.jar'.
    error: failed to load include path C:\Users\default.DESKTOP-K2GDCM3\AppData\Local\Android\Sdk\platforms\android-35\android.jar.


    * Try:
    > Run with --stacktrace option to get the stack trace.
    > Run with --info or --debug option to get more log output.
    > Run with --scan to get full insights.
    ==============================================================================

    2: Task failed with an exception.
    -----------
    * What went wrong:
    Execution failed for task ':app:processReleaseResources'.
    > A failure occurred while executing com.android.build.gradle.internal.res.LinkApplicationAndroidResourcesTask$TaskAction
    > Android resource linking failed
    aapt2.exe E 08-28 12:13:49 5680 4900 LoadedArsc.cpp:94] RES_TABLE_TYPE_TYPE entry offsets overlap actual entry data.
    aapt2.exe E 08-28 12:13:49 5680 4900 ApkAssets.cpp:149] Failed to load resources table in APK 'C:\Users\default.DESKTOP-K2GDCM3\AppData\Local\Android\Sdk\platforms\android-35\android.jar'.
    error: failed to load include path C:\Users\default.DESKTOP-K2GDCM3\AppData\Local\Android\Sdk\platforms\android-35\android.jar.


    * Try:
    > Run with --stacktrace option to get the stack trace.
    > Run with --info or --debug option to get more log output.
    > Run with --scan to get full insights.
    ==============================================================================

    * Get more help at Please login to see this link.

    BUILD FAILED in 5s
    21 actionable tasks: 21 executed

    Still struggling with this :\

    I've tried deleting all kinds of events, including every foreach and fastloop in the frame and nothing seems to have any effect :|
    If I add in some "Pick "fishObject" at random" conditions it seems to improve things but they always eventually break.

    I've tried reading through every resource I can find on scoping and none seem to suggest anything that should break it in this case.
    Are there any community resources on this issue I'm missing? Any really good threads with a lot of solutions?

    (So far I think the best I've found is this: Please login to see this link.)

    Oof, you're right. I made a simpler project with just the interaction I'm looking for and it seems to work. The scoping issue must be created somewhere else but I can't for the life of me figure out where :\
    I've tried going through and deactivating all the events that involve fastloops, foreach loops, and qualifiers and nothing seems to affect it, I'm not sure what else to look for

    the event still reads more or less the same as written above :\

    I'm linking two builds here, one is the minigame I'm working on with the broken effects, and the other is a quickly made mockup of what I'm going for (which works)
    I'm also going to link the .MFAs in case anyone is so generous they want to go digging for the problem :P
    Thank you so much for looking into this Yves! and Thanks anyone who has any idea what might cause this <3

    Please login to see this link.
    Please login to see this link.
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    Please login to see this link.

    Scope! I knew there was a term for what I was trying to describe and I think this is a scoping issue!
    I've read a mess of posts on the issue and tried applying some fixes, but nothing seems to work :\
    The most obvious fix seems to be applying a for-each loop event to try to scope the fishes, but that breaks the collision with the tentacle element entirely.
    I'm also confused why the scope is broken, when an alterable value call should not do that? Is this possibly a bug with the rope and chain object?

    I am having a bit of an issue with the rope and chain's conditions.

    I have a little diving game with some tentacles that reach up from the deep to attack the player. When they are reaching up, I want to have them able to grab any fish in the water and drag them away as well, and it ALMOST works XD
    The way I have it set up is, when an element collides with one of the fish, the fish is switched to a physics-static movement type and then attached using climb>attach at current element. I also need to use a flag or alterable value change on the fish object in order to prevent the action from repeating.

    So the whole event reads something like:

    IF
    "tentacle" element collides with "fish"
    & "fish" alterable value A=0

    THEN
    "fish" set alterable value A=1
    "fish" bring to front
    "fish" set movement to Movement # 1
    "tentacle" attach "fish" to rope at current element, at distance 0


    The problem is that the game seems to have trouble (inconsistently) picking the right instance of the fish, and eventually it will decide to attach every fish of a type on a collision. This effect gets worse when I apply the needed flag or alterable value condition, but it exists even without it.

    I have tried applying various arrangements of either for-each loops on the fish and for-each-element loops on the chains/tentacles, but depending on the order of the conditions they either have no effect or negate the collision entirely.
    I am almost willing to give up on this (relatively minor) feature but it honestly just looks so nice and good the 10% of the time it is working :P

    I can definitely provide a build if anyone wants to check it out, any help would be super very appreciated! Thanks :D

    I recently made a long delayed purchase of the HTML5 exporter to port up a few old projects from flash. I have a game that works fine as a flash game or an executable, but using build&run or uploading it on itch.io as an HTML5 just results in a loading bar that does nothing when it is done loading. I am not sure if this is the same "white screen" issue I have seen others post about, because none of them seem to mention the loading bar (and the frame is never totally white in my experience)

    I browsed a few of those posts and did not see anything that seems to relate directly to my issue. I also tried removing any redundant or unsupported objects, but I suppose I may have missed something. What I'm wondering is, does anyone have a list of common causes why HTML5 games won't start? It seems to be a fairly common issue but I haven't seen any central resource to troubleshoot it :\

    Here is a link to the game on itch.io: Please login to see this link.
    If anyone would like an .mfa or anything I would be happy to send one along

    I made a game for the Ludum Dare this year. After submitting it, I opened it back up to convert to flash and found that three pivotal objects (the player movement object, player animation object, and player's gun) had all somehow graphically corrupted. They still worked fine in terms of associated events but showed up in game as black "L" shapes and were not fixable in the animation editor: it opens to show them with totally empty frames and an available palette of only 16 colors.
    If I try to make any changes by importing graphics (otherwise the editable area remains 0-by-0) it refuses to save them, saying "the animation must contain at least one non-transparent image." Is there any way to fix these objects/import new graphics onto them? I'm using build R257.11

    I'm using the invader movement in a game and have run into what I have to assume is a bug.
    Everything was working fine until I added some other invaders. At first they were all working fine together, then (somewhat randomly) the movement behavior for all of them changed. No matter what I set their start direction to they immediately move left until they hit the side of the frame, then move down rapidly.
    I tried working through several possible solutions, like applying a movement controller object, adjusting all the invaders' movement settings and even deleting all the new objects and events. Nothing seems to have any effect. I even tried changing all their movements, then changing them back, hoping to "reset" the movement somehow.

    If anyone has any advice, it would be super appreciated. I'm trying to get this done in time for the Ludum jam this afternoon.