Posts by droxon

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.

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    Hey everyone!
    I just released my new mobile game Rummix🎉
    It’s a casual puzzle game inspired by Rummy and Threes, with some unique mechanics around matching numbers and beating challenges.

    Available now on iOS: Please login to see this link.


    Would love any feedback or thoughts if you get a chance to try it out!
    Thanks again to this community — a lot of what I’ve learned came from here 🙌

    Yves That's great to hear—thanks for letting me know! I'm still optimizing the game, and the optimized version should be ready by the iOS release on April 6th. I was already using OGGs for sounds, but your tip helped me realize the music files were the heaviest. So instead of loading everything at launch, I now load music only when needed. That change seems to have resolved the issue.

    Hey Yves , thanks for trying the game!

    That issue is something I recently discovered. I had only tested on iOS devices (iPhones and iPads), where everything worked fine. But once I started testing on Android, I noticed the problem—especially on virtual devices in Android Studio.

    My Android tablet (8GB RAM) runs the game smoothly, just like iOS, so my guess is that the issue is related to low memory (RAM). On the emulator, I was able to get rid of the warning by setting the RAM to at least 3GB. Because of this, I’ve excluded devices with less than 3GB RAM from the Google Play store listing.

    I’m currently optimizing the animations—switching from large, frame-based animations to event-based ones and making sure textures follow the power-of-two rule. No special extensions used, just MT Random, Layer object, and AdMob.

    Hopefully, once the optimizations are done, the issue will be resolved. But I guess that it may be tied to memory limitations.

    I’m using the Steam version: androidinapp295update

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    So… I was just running some tests on Google Play, and somehow, I accidentally published my game. No warning, no big “Are you sure?” button—just boom, it’s live. 🤷‍♂️ Guess that’s one way to launch, right?

    I wasn’t planning to release it yet (no marketing, nothing), but since it’s out there… might as well roll with it! It’s available on Android now, and the iOS version is on the way. Give it a shot, and if you like it, leaving a review would mean a lot.

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    Okay, guys, I found the solution. After following the Google steps, you need to do this one more step:

    Add the Privacy Key:

    • Right-click anywhere in the Info.plist editor and select Add Row.
    • Enter the key NSUserTrackingUsageDescription.
    • In the value column, provide a user-friendly string explaining why the app needs access. For example:

      Code
      We use your data to provide a personalized ad experience.

    Okay, I’m going crazy with this. I’ve tried everything—using test IDs, real ones—but I don’t know what else to do. The thing is, it works fine on my iPhone 14 Pro Max, but it crashes instantly on my iPad Pro 4th Gen and my girlfriend’s iPhone 15 Pro Max. All devices are running iOS 18.2, but for some reason, it only works on my phone. I’m out of ideas. If I remove the AdMob object from the frame, the crashing stops. Any tips would be greatly appreciated Fernando

    Yup, thanks! I was able to make it work. I was missing this part:

    1. In your project's build settings:
      • Add the /usr/lib/swift path to Runpath Search Paths.
      • Add the -ObjC linker flag to Other Linker Flags.
    2. Update your Info.plist:
      • Add a GADApplicationIdentifier key with a string value of your AdMob app ID found in the AdMob UI.
      • Add a SKAdNetworkItems key with SKAdNetworkIdentifier values for Google (cstr6suwn9.skadnetwork) and select third-party buyers who have provided these values to Google.

    The last time I experimented with AdMob (a few years ago), that wasn’t needed.

    Hey guys, I'm following an old guide, and it's been a while since I last tried it. AdMob is working fine on Android—it's really simple—but I'm having issues with AdMob on Xcode. I added the AdMob framework along with the following frameworks:

    • CFNetwork
    • Messages
    • MessageUI
    • CoreTelephony
    • AdSupport
    • SafariServices
    • CoreVideo
    • CoreMedia
    • GLKit
    • Security

    However, I'm getting an error message. I've been trying for days with no luck. Do you have any tips or know what I might be missing? Fernando

    Note: Im using the beta version from Steam for the app bundle fix on android

    Error message:
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    Yeah, sorry, I'm an artist, so all this technical stuff is complicated for me. I usually have to guess a lot of the time until I get it right. I think I've already tried every possibility, but unfortunately, I just can't get the achievements to work. I've also tried reading the documentation, but it doesn't really help me because I don't really understand it.

    And the whole development, staging, and live deployments really just overcomplicate things even more.

    Honestly, I don't know why they made their store so confusing.

    Okay, so in AuthType=Developer, nothing seems to happen; I can't get the achievement.
    I did something very similar to you: (but at least is not freezing)
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    And in AuthType=ExchangeCode, the game freezes, and it gets stuck on the splash screen.
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    Have you considered removing the achievements and just inserting a local high-score table in the meantime, until you can get an Epic SDK? (I don't play games on Steam, so not sure how attractive the achievements are.) If players want to share their results they can always take a screenshot and post that on social media.

    Well, I think it's too late for that because some players have already earned certain achievements (which are very hard to get), so I can't just delete them. I don't think it's fair, and I don't want to upset players either. Moreover, from my understanding, achievements hold significant value for some players.

    That's unfortunate, but yeah, for me, it was difficult to even upload a build, and I thought their documentation was confusing. But hey, my game is ready, just missing the achievements, unfortunately. If you need me to test anything, I'm all for it. I'm willing to help with anything I can.

    And I'm pretty sure that Epic will keep growing, but honestly, I don't really think it will ever surpass Steam. I mean, people have invested so much into their library, profiles, and everything. I don't think they are going to make the switch. But of course, for us, it's always better to have our game in both stores.

    Hello Yves, I tried to publish my game on the Epic Store: Please login to see this link.

    I went through the entire process, and everything was good. They approved everything, but at the last minute, just when I was about to release it, they prevented me from doing so. The reason was that they realized my game has achievements on Steam, and now they are asking me to implement achievements using their SDK tools in order to release it on the Epic Store.

    I was wondering if there's any chance you guys could release an extension similar to the Steamworks one but for the Epic Store?

    I'm sure they have a big audience, and lately, I've seen more and more indies in their store. But unfortunately, we need an extension to implement their achievements, just like the Steamworks extension.

    Maybe if we ask Clickteam, they can make it, or an experienced programmer can perhaps release one on the Clickstore.

    But until then, I guess we'll never know.

    Hey, I tried publishing my game, and it's an extremely slow process, it took them a long time to simply approve my tax info, and uploading a build is a pain. After I did everything, and everything was approved, when I was about to release my game, they said that I needed to add achievement support to be able to release it, because my game has 1 achievement on Steam.

    I honestly wish I knew this before going through the whole process and paying the $100 fee... so if your game doesn't support achievements on any other store I guess it's possible to release it.

    My programming skills are very limited so I don't think I can implement their SDK tools to my game unless Clickteam releases an extension or something.