Posts by KDunlop

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.

    Want to get off to a good start using Clickteam Fusion and get more control over your games?

    I've been using Clickteam products since the days of Klik & Play in 1994, and while it can be a great tool, I know it's hard to get started. I had to figure out many things by myself over the years, and I want to pass some of that knowledge on to you. That's why I've decided to make a series of tutorials that make useful, complete features for your games.

    Here's a free tutorial I made on Please login to see this link. in Clickteam Fusion 2.5. This physics system is the basis for the smooth movement in my own game, Please login to see this link., and it's a great foundation to build other things.

    There are in-depth paid Please login to see this link.. These are much longer and will give you powerful features for your games, like the colour-flashing effect I use that gives your game a great arcade feel. My Patreon members also get all the tutorials included in their membership, so you might find subscribing to my Patreon a great investment! I also plan to make a lot of 'free samples' so there'll be something for everyone.

    Let me know what aspect of Clickteam Fusion you're interested in and I may make a tutorial for you! Expect more to come...

    Please login to see this attachment.

    I've exported my game (Super Space Slayer 2) to Android and in recent builds I've found a new issue with transparency (specifically using the 'semi-transparent' effect with a blend coefficient, normally 128).
    The bug is easy enough to reproduce. If you minimize the game while a semi-transparency effect is visible, then enter the game again, a screenshot of how the game looked when you minimized is is visible, but only inside other semi-transparency effects. Screenshots below should explain what I mean.

    Please login to see this attachment.
    Minimize the game here...

    Please login to see this attachment.
    ...and that screen appears as an after-image inside other transparency effects.

    Closing the game completely and re-starting stops the after-image from appearing.

    Clickteam Fusion version: 2.5, build R291.6 (July 9 2018)
    Minimum Android version: 4.1
    Target Android version: 8.0
    Android version of my phone it's being tested on: 8.0.0
    Samsung Experience version: 9.0

    This issue has not been seen in PC builds of the game, just Android.

    Please login to see this link.
    Above is a link to a smaller, cut-down version of the game. Just click the screen to activate the Android camera with the 'Take picture' action. I've made an Android .APK of this version and run that, and tapping the screen causes the same crash as before.

    I've removed all but one of the frames from the game and the screen-tapping thing is now the only line of programming.

    Thanks for the reply, Fernando.
    I'm using 'Version 2.5, (Build R291.6) (Jul 9 2018)' according to the 'About' window in Clickteam Fusion 2.5 Developer.
    'READ_EXTERNAL_STORAGE' and 'WRITE_EXTERNAL_STORAGE' are both ticked in my application too.
    The crash happens as soon as you press the button that activates the 'Take picture' action for the Android Camera object.

    EDIT: I've just tried making a version of the game that has all permissions active and that crashes in the same place too.
    The 'Camera' tickbox under 'Required Hardware' is ticked too.
    Build API is 28, Minimum Android version is 4.1 and Target Android version is 8.0 if that's any help.

    My Android game (Super Space Slayer 2) has a feature that lets you use a picture of yourself as your portrait in the game. It's worked for years, but recently I updated the Android API to 28 (it's obligatory to update). Now, every time you try to use the camera the game crashes as though the camera permission was not active.

    The checkbox for the 'CAMERA' permission in the project is ticked, and the permissions listed on the game's install on my Android phone are 'Camera and Storage', so the the camera should work as it always has.

    The crash simply says 'Super Space Slayer 2 has stopped'.

    Any advice about why this is happening?

    EDIT: I've tried creating a simple, blank app that opens the camera when you touch the screen with the camera permission active, and it DOES work. It's just the camera in my full game that isn't working.

    I'm making my Android mobile game, Super Space Slayer 2, compatible with an XBox360 joypad. So far I have all the binary buttons programmed (you use 'Read button state'), but I'm not sure how to implement the non-binary inputs like the two joysticks and the shoulder triggers. I'd like smooth analogue movement for the joysticks.

    How do I make the game check if joysticks and shoulder buttons are being used?

    Thanks in advance,
    Kenneth Dunlop

    (Using Clickteam Fusion 2.5)

    Thanks for the help so far, I've been working on my joypad version, I'm most of the way now.

    There's one thing left; how do I make the two joysticks work? I'm using an Xbox360 controller and I want my game to make use of both joysticks on an Android phone.

    Oh, and how do I make the analogue trigger buttons work too?

    I'm showing my game, Super Space Slayer 2, at conventions and I thought it would be cool to have an optional mode that uses a joypad (not a virtual joystick), plugged in to the phone.

    I can set up joypad controls in the PC version of my game easily enough, but I was wondering if Clickteam had an extension for a joypad plugged in to an Android device. The only extensions I can see are either a virtual joystick compatible with Android, or joypads that are PC-only.

    Any help appreciated,
    Kenneth Dunlop

    Please login to see this attachment.

    I've implemented the illusion of pre-loading in my game by having the game take a screenshot of the loading screen, then immediately load that screenshot into the next frame. This lets the user read the story text during the loading screen and then tap to show that they're done reading the text.

    I'm using Clickteam Fusion 2.5 Developer and the Android object to take the screenshot. I then load it back into the next frame with the Active Picture object.

    On PC this all works fine, but on certain Android devices, the saved screenshot seems to be messed up, with colours displaying wrong once it's loaded on the other side of the transition. It looks like the colours are inverted in some places, with blue displaying as orange and vice versa), but green stays the same.
    Please login to see this attachment. Please login to see this attachment.

    On my Samsung Galaxy Note 2, the screenshot looks okay, but is still rather low-quality. You can also see a join running horizontally under 'Tap when ready'. Just as before, this used to work better and the transition wasn't noticeable at all.
    Please login to see this attachment. Please login to see this attachment.
    Note that the outlines around the speech bubbles look worse and there's a visible checkering effect around the text.

    Does anyone know what might be causing this? The transition used to work fine.

    Just for reference, the pictures below show the transition working fine.
    Please login to see this attachment. Please login to see this attachment.

    Any help appreciated,
    Kenneth Dunlop

    My game allows the user to choose a custom portrait from their own images. It works fine on my PC, Android phone (Samsung Galaxy Note 2), and a Hudl that has the same screen proportions (16:10).

    However, on other devices like a Samsung Galaxy S7 the portrait ends up the wrong size; I think it may be the aspect ratio doing this.

    Does anyone know how to fix this? I think I'd have to get the Active Picture to recognize the proportions of the screen and compensate for it. I also don't understand why the Active Picture is doing this when everything else seems to work fine on different screens.

    This isn't something I can easily test since I don't have any Android devices that aren't 16:10.

    Please login to see this attachment.
    Please login to see this attachment.
    Obviously enough, the image is just supposed to fill the green box without any empty space, and it does on my own Galaxy Note 2.

    Using: Clickteam Fusion 2.5 Developer