Posts by mike893476

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.

    Is there a way to remove the banner at the top of my app - the one with the logo and app name in it?

    I'm assuming there is, but I'm not 100% certain its not just a thing that Android automatically adds. So I thought I'd check before I start messing around with settings. I've attached a screenshot of my app below. Thanks.

    Please login to see this attachment.

    I'm using the String Object to display some text and running it on a Pixel 7 Pro emulator in Android Studio, but the text always seems to display as Arial. The fonts I've tried are Times New Roman (italic) and EB Garamond (italic).

    Do I actually have to embed every font I want to use? Because I assumed fonts that are native to the device would automatically work.

    Thanks.

    Update: I've just discovered that the Font Embed object is Windows only. So I'm guessing that's not an option anyway.

    I need to alter some object's positions depending on whether it's running on a tablet or phone.

    I've successfully done this for the iOS version of my app by getting the device model and doing one thing for phones and a different thing for tablets. But with so many different Android devices on the market that doesn'tt seem practical here. Is there a tried and tested way of doing this or do I need to try to get something working by looking at the screen height to width ratio (presumably while taking its orientation into account)?

    Thanks.

    I meant to update this to clarify that my app seems to be working fine using the iOS exporter.

    It's running on iPhone and iPad simulators on MacOS Ventura. All I had to do was go to the 'General' tab in XCode and make sure 'minimum deployments' was set to iOS 17.0, and also make sure I'd selected my application at the top (not Box 2D or anything instead). I can silence any deprecation warnings that appear but they don't seem to make any difference to the app either way.


    I'll try it with some other iOS versions and update this when I know the outcome.

    I can't find any documentation that specifically covers using arrays on iOS, so if anyone can direct me to some that would be great.

    But all I'm having trouble with is saving and loading arrays on iOS devices. I'm using the Array Object to save and load the player's progress in-game and it's really straightforward when running on PC. But I'm unclear on what I need to do differently for iOS. Is it just something like this: Apppath$+"arrayName.arr" and then Xcode will just build and put it where it should be?

    I'm not sure if silencing the build errors is enough to basically solve the problem or whether it affects Apple's decision to approve it for the app store. Fwiw I think I found the answer to my original question. It looks like the last update to the iOS Exporter was in April 2021, according to Please login to see this link..

    I have pretty much zero experience at even using an Apple device let alone developing for one. The only time I did this, back in 2016, I exported it then built it and it worked straight away. But Please login to see this link. appears to offer some good advice on getting an old (ie 2010) Xcode project running on a newer (2022) version. So I'll just update this thread with any useful stuff I find.

    I've got some problems with the iOS exporter and I'm wondering if Steam just hasn't updated the DLC.

    Until recently I hadn't used Fusion in about six years. But at the time I was able to get a game built and exported to my iPad with very little trouble. I think I had to Google and modify one line in Xcode, but that was all.

    So I've spent the past couple of months building another game and got my iMac running again. But when I used the iOS exporter and tried to build it in Xcode 15 it returned about 200 errors. I only glanced at a couple but the problem was "'EAGLContext' is deprecated: first deprecated in iOS 12.0".

    Does this suggest I'm using an old version of iOS exporter? Because it looks like everything switched from OpenGL to Metal back then, and that was around 2019. If so, does it need manually updating in Steam?

    Also, how can I tell which version of the iOS exporter I'm using?

    A little more information:

    I only glanced at a few errors, but one error message I got was "'EAGLContext' is deprecated: first deprecated in iOS 12.0". Does this suggest I'm using an old version of iOS exporter? Because it looks like everything switched from OpenGL to Metal back then, and that was around 2019.

    If so, do I need to manually update my iOS exporter? I'm using the Steam version and Fusion has already updated to build 295.

    tl:dr - Does the iOS exporter work with Xcode 15 and devices running iOS 17?

    The longer version:

    Up until six years ago I'd racked up over a thousand hours on Fusion and I remember successfully getting a game running on my iPad with minimal effort using the iOS exporter. Since then I've hardly used it, until the end of last year. That's when I began working on another app, and around an hour ago I attempted to get it running on Xcode 15. Upon building it I was met with nearly 200 build errors.

    Before I begin digging into the many possible reasons for the errors I thought I'd ask here to see if I need to update Fusion or the iOS exporter. Some of the messages I got were talking about stuff that was deprecated in iOS 12 which was quite some time ago. Any other advice/suggestions would be appreciated.

    Could someone tell me where to find the "In-App ON" settings? I can't find it in Fusion. Should I be looking in Xcode?

    I started using Fusion 2.5 (R290.4) and the iOS exporter today, along with Xcode and I'm also getting the "Build Failed" "Ordered comparison between pointer and zero" message too.

    Anyone?

    I'd still be grateful for any input anyone can offer regarding the questions above. But there's another, specific question I have for anyone that has some experience of AES and block-cipher modes, particularly CTR.

    What I'd like to know is, if a user is issued a new shared key each time they connect, would ECB or CBC modes be secure enough? I'm trying to get my head around CTR and I'm not really seeing any benefit it would provide.

    Thanks.

    I've been looking for a way to securely send data from my upcoming (Fusion-powered) iOS app to & from a web server and I'm hoping someone more knowledgeable can tell me what the benefits would be of using an extension (something like AESFusion but for iOS) instead of just implementing the AES algorithm using events and conditions within Fusion?

    Developing an iOS compatible AESFusion-like extension would take me a lot longer as I'd first have to learn Objective C.

    However, the only benefit I could see is that it would be less computationally expensive and therefore faster at encrypting and decrypting.

    I have very little data to transfer and brief delays won't be a problem for me. So considering how much longer it would take me to put together an extension, I think my best option would be to encrypt and decrypt the data using a shared key from within Fusion by incorporating the AES algorithm into a series of events and conditions, rather than creating an extension.

    Aside from being less computationally expensive, would there be any benefit to developing an extension to do it?

    I realise there are still lots of other security hurdles to overcome, but in terms of the basic choice I currently have ("events+conditions" vs "develop an extension") are there any other major benefits or disadvantages I have overlooked?

    Thanks.

    P.S. I have Fusion 2.5 dev, all exporters except Mac, etc. I just haven't registered them on here yet.

    P.P.S. I have a few follow-up questions regarding this and other aspects of encryption. But right now this is the biggest question I need to answer.

    I've just discovered that releasing my game on iOS systems isn't as straightforward as I expected, mainly because of Apple's requirement that a Mac must be used to compile and submit apps to the app store.

    I don't own any Apple products and, aside from buying an iPad in order to properly test my game works on it, I'd rather not buy any.

    From what I've read I'm confident that I can get the app working by running a Mac emulator on my PC, along with an official copy of OSX bought directly from Apple. I've also read that I can technically comply fully with Apple's terms (that state an Apple labelled product must be used) simply by slapping an Apple sticker onto my Windows PC.

    But I'm still unsure whether I'll have any problems when it comes to actually getting through Apple's submission procedure.

    Does anyone here have any first-hand experience of doing this via an emulator?

    I'd appreciate any input you can offer. Thanks for your help.

    That wouldn't help. My computer's pretty up-to-date but I still need to find the most efficient way to display graphics in order for my game to work as required. I have dozens of 256x256, 150-frame sprites to include, not to mention lots of other static images.

    Fortunately, Active Pictures seem to consume considerably less memory, at least if the debugger is any indication. The only drawback (as far as I can see so far) is the one I've outlined above. So if anyone is able to offer any insight into this it would be a big help.