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I made build for iOS as well and got the same crashing at launch situation, so it definitely appears to be more of a game issue than necessarily specific to Android. It gave me this error message which may provide some more insight to what's going on as well.
I've done a lot of trial and error to isolate the cause. It seems to be certain Active objects are causing the crashing. What is weird though is I can strip away all Values and Events attached to it the object will still crash the game. I thought maybe it's related to the art, but when I created a new Active object, put the same art in the new object and delete the original object, the game will not crash.
So there seems to be something going on with these objects that I can't figure out. Would they just be corrupted somehow even if it's not saying so, or is there something else I'm missing.
Just trying porting my game over to Android and it is currently crashing right on launch everytime. Below is the crash log if anyone can help on what is causing the issue. Thanks!
FATAL EXCEPTION: main Process: com.kumkwat.crace, PID: 12032 java.lang.RuntimeException: Unable to start activity ComponentInfo{com.kumkwat.crace/com.kumkwat.crace.Main}: java.lang.IllegalArgumentException: Illegal Capacity: -1277 at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:4172) at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:4330) at android.app.servertransaction.LaunchActivityItem.execute(LaunchActivityItem.java:103) at android.app.servertransaction.TransactionExecutor.executeCallbacks(TransactionExecutor.java:139) at android.app.servertransaction.TransactionExecutor.execute(TransactionExecutor.java:96) at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2693) at android.os.Handler.dispatchMessage(Handler.java:106) at android.os.Looper.loopOnce(Looper.java:230) at android.os.Looper.loop(Looper.java:319) at android.app.ActivityThread.main(ActivityThread.java:9063) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:588) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1103) Caused by: java.lang.IllegalArgumentException: Illegal Capacity: -1277 at java.util.ArrayList.<init>(ArrayList.java:167) at Banks.CImageBank.preLoad(CImageBank.java:247) at Application.CRunApp.load(CRunApp.java:693) at Runtime.MMFRuntime.onCreate(MMFRuntime.java:781) at android.app.Activity.performCreate(Activity.java:9001) at android.app.Activity.performCreate(Activity.java:8970) at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1456) at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:4154) at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:4330) at android.app.servertransaction.LaunchActivityItem.execute(LaunchActivityItem.java:103) at android.app.servertransaction.TransactionExecutor.executeCallbacks(TransactionExecutor.java:139) at android.app.servertransaction.TransactionExecutor.execute(TransactionExecutor.java:96) at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2693) at android.os.Handler.dispatchMessage(Handler.java:106) at android.os.Looper.loopOnce(Looper.java:230) at android.os.Looper.loop(Looper.java:319) at android.app.ActivityThread.main(ActivityThread.java:9063) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:588) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1103)
After a few years working on it, I am finally close to the finish line on my new game Corgi Race! It's a sim game where you run a stable to compete in the greatest sport in the world, corgi racing! You will raise and train corgis to become champions (hopefully) all while managing and building up your stable. It won't be easy as you compete with rival stables, navigate challenges and contemplate compelling offers. You can also bet on the corgi races to earn money to spend on your stable; there's nothing quite like a nice day at the track. I'm hoping the game will be available Q4 2024, for now you can wishlist it on Steam and look for an official release date soon. Thanks!
I'm trying to open a few older projects but they have some older extensions (Facebook X v2 (FacebookX.mfx), GPG Connector (GPGConnect.mfx), GPG Leadboard (GPGLeaderboard.mfx), GPG Achievement (GPGAchievement.mfx)) that it is saying need installed, but I am unable to download them again and it won't let me even open the project to remove them from the games. Is there any way to open the project without having to install these so I can remove them?
The maximum number of internal images an application can contain is 65500, and the message you mention concerns this limit. From the build 292.26 you can see the number of images your application uses at the bottom of the About properties of the application. Unfortunately this limit is pretty complex to remove in the current version.
We're working on a solution that could allow you to load the animations of an object from an external file, this would allow you to get objects with tons of images out of the main MFA.
Is there any update on the solution mentioned here?
I know it's not very ideal but I think that is only way of solving the problem at the moment is to load images when only needed via a loop and have basic custom animation engine:
This is a pretty basic example I did before on how to load animations to an active object: Please login to see this link.
Hope that atleast help you a bit
Appreciate it, will probably be tough for it to help in this situation. The main issue is there being a cap on images allowed in the engine, but will see if I can make something work here to save some image real estate with something for the animations in the game.
Hi Yves, I know you guys are certainly busy but I was wondering if you had an update on this max image fix or if there is some alternative I can do as it is creating a bit of a road block to finish the game I've been working on without some major shortcuts. Thanks for the help!
I'm guessing the Hue shader you are referring to is the same (the parameter is HueShift). Do you have a link to Yves' guide for converting it manually?
The image issue is the total images allowed in the game is at 65500, so any images over that don't import properly which is affecting the animations for characters in the game with the frame by frame animation. So not sure if that the importing via loop would work in this case, at least I'm not initially smart enough to make it work for this problem I'm having just looking at that mfa.
Couple questions here, I'm still running into the issue of there being too many images for the runtime (capped at 65500). I believe Yves mentioned around November that a fix was being worked on for this so I wanted to see if there was an update on that since without that fix it would take a real overhaul of the game I'm currently working on to get around that.
The other question is regarding the Hue Shifter extension which I'm using for the same game. It was working with working with Direct3D 8 and 9 but crashing the game, and then it doesn't show at all with Direct3D 11. Was there something I was doing wrong to cause the crashing when images loaded with it applied, does it not work with Direct3D 11, and also is there an alternative to get the hue to change for images in the Fusion? Thanks!
Hey [MENTION=5114]Yves[/MENTION], just wanted to check and see if you had any update on any progress for this fix in the engine. I'm coming up on the last phase of development for this game and the image issue is certainly a hurdle at the moment.
I've actually started having issues with this where I'm getting that message and scrambled images in game despite cutting it down to 59000 images which is well below the 65500. Any idea how to fix that, why it's happening or obviously if you are close on the fix you talked about it for the problem that'd be great too, thanks!