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.

    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:
    Please login to see this attachment.

    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)
    Please login to see this attachment.

    And in AuthType=ExchangeCode, the game freezes, and it gets stuck on the splash screen.
    Please login to see this attachment.

    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.

    Hey guys, I'm proud to present to you the project that I've been working on for almost 2 years. I worked extremely hard on this, and I'm excited to share it with the world. And this is only the beginning, as I'm planning to release a couple of free DLC in the near future.

    Trailer:
    Please login to see this media element.

    Steam Page:
    Please login to see this link.

    You are right, it will probably crash. It's just that it was bugging me that I could not find a way to run a command line without running a new instance of the game because I'm pretty sure I had done it before.

    I guess I'll have to compromise and restart the game every time a player changes specific settings.

    Your extension sounds interesting, where can I find it?

    Hey guys, I remember there was a way to run command lines during runtime without having to execute an external program... but I've been looking for hours and can't find it.

    The only way I can achieve it now is by executing the "game.exe" itself either with the file object or the special conditions and then running the command line, but this creates 2 instances of the game running, so I have to end the 1st application.

    But I'm pretty sure I used to be able to do it without closing the game or executing an external file. I might be wrong, can someone please guide me or correct me if I'm wrong?

    I'm talking specifically about these commands:

    /DIB => forces standard graphic mode
    /DIB3 => forces standard graphic mode, 256 colors
    /DIB4 => forces standard graphic mode, 16 millions of colors, 24 bits
    /DIB6 => forces standard graphic mode, 32768 colors
    /DIB7 => forces standard graphic mode, 65536 colors
    /DIB8 => forces standard graphic mode, 16 millions of colors, 32 bits
    /DDRAW => forces DirectDraw + VRAM mode
    /NOVR => no VRAM in DirectDraw mode
    /DEBUG => displays graphic mode in title bar
    /MIS0 => disables the Machine Independent Speed option
    /MIS1 => forces the Machine Independent Speed option
    /NOF => runs in windowed mode
    /NOC => prevents images from being compressed in memory (for internal test)
    /NOX => disables Alt+F4
    /VSYNC => forces V-Sync ON

    Okay, I've been trying for a few hours to make this work, but for some reason, multitouch doesn't work in IOS, it works fine in android, but whenever I test in my iPhone it only registers 1 touch at a time.

    Does IOS require a specif setting or step to enable multitouch?