For the green square active - have you tried ticking 'use fine detection' in the runtime options? From memory it may cause jittery collisions if you don't.
Posts by aenever
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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Please login to see this link. is a great place to sell your source code. You can tag with Clickteam Fusion 2.5 and set a price for your product.
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I know that, but running application, how create duplicate?
When application run, duplicate physics ground not create.
You're right, it should create the physics ground on the start of the aplication and it doesn't work. Sorry for the confusion, I got it to work by manually duplicating the physics ground objects before the start of the application. I don't know why it doesn't work?
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Collision with background not work for Create Physics - Ground.
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New feture required
(1) Physics - Ground :Event editor- select Position, x Position, y Position.
(2) Event editor : Create Duplicate.You need to space at least two physics ground at the bottom of the screen (just duplicate them). I think the idea is to space them in the shape of ground you wish to simulate. Here is an image of a basic example, and it will work just fine.
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BUG?
Changing the maximum value of the counter does not change the appearance of the counter(if set it as bar style.) unless the variable set in the counter is increased or decreased.
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I don't think it's a bug, You're forgeting to also change the global value of A. Here's the way to fix it.
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Are you saying this is an issue with ClickTeam or is it something we are doing wrong and need to fix? Thanks for your help.
I believe it’s a problem with the HTML5 exporter. You probably should let Clickteam know it’s a bug that happens in HTML5, because it works 100% in windows. I have found from experience that code that runs in html5 can behave very differently on windows.
To help you out I changed your code ever so slightly. All I did was disable all your code and then enable a line or section at a time. By doing it I found that the problem was the qualifier that was causing the issue. -
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You need to use select current line instead. Like this:
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Maybe use the stretch to fullscreen option instead. It could distort your game some what, but if your size is fairly close it might still look ok?
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Sorry, I thought you you were talking about the fusion logo. Yeah you’re right, because it uses fit inside black bars, it fills the rest with a blank color. I haven’t worked out a way to get it to fit fullscreen perfectly. There doesn’t seem to be a way to control the blank color.
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I only get that logo showing up when I chose 'Build and Run' to see how my game performs in HTML5 before hosting my games on itch.io
In my .mfa in the windows tab of the .mfa properties I select Resize display to fill windows size, Fit Inside (black bars), and Anti-aliasing resizing
In Itch.io I choose under embed options - the manual setting size and embed in page, and set the Viewport dimensions to match the .mfa dimensions & also select the Fullscreen button.
Doing this I don't see the logo, note though that I have the developer version (note sure if that makes a difference?)
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Congrats, looks very polished.
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The concept is really fun. Nice idea for a game.
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Wow you've put a huge amount of work in. I'd be lying if I said I understand it all. After seeing how you've achieved it. I'm even more impressed, it looks so amazing.
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What do I think? I think it looks ground breaking! What a cool technique. If you ever feel like sharing your method I and a lot of others would be forever grateful.
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This is really neat. Thank you for sharing, and for making the effort so that others can learn from your example.
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Seems to work fine for me in Firefox, but I did notice the issue in Chrome.
If it's not a browser based setting, it's probably something that could be changed in the javascript of the game's HTML file, using something Please login to see this link.
Thank you, I'll give it a look - UPDATE I got it to work, I've never added Javascript to an index before so it took a couple og goes but I figured it out. Thanks marbenx & there was a user on Discord ratty that hhelped me out too - there solution worked perfectly for chrome.
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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....
See if changing the trigger works. I've found that different platforms behave differently. Try this instead. It seems even more responsive on each click to trigger the sound.