I wish you the best man!
Posts by logum5
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.
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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keep it up bro!
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yes sound is the talion of Achilles for android, some device do better than others, normally Chinese have some problem. I will test your apk with a xiaomi and let you know.
using channels is the better way to go. Them allow you as developer to have more control of the playing sounds, but if there a lot of sounds preloaded the improvement is not much since this involve memory.
so what can I do, to fix this problem for chinese devices ?
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i Figured out there are channels for the sounds?
would this fix it when I use different channel for the sounds?
I never used this feature before . .
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Are these preload sounds? We have detected that some device are really slow to decode and play sounds in preload mode, (not related to our code but the OS itself)
1.- do you have another device to test there, if so can you test also in this device?
2.- can you provide me with a small apk for me to test
Also provide me with Huawei models and specs
Thank you for replying,
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I figured out that it lagg happens when too many samples are simultaneously playing. yes these are preload sounds in .OGG format
I created a newer version where I deleted unecessary sounds. ----> THIS HELPED ALOT ON HUAWEI BUT NOT PERFECT YET.1. I Tested it on 3 Samsung devices some of them are older but it worked 100% perfect without any lagg.
2. Please login to see this link.
I use Huawei P30 Lite
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Can you tell us how long those sounds are and how many of them are in total?
In my project their are like 70 sounds, but they are all very short, 5-17kb sounds
every sound couses a tiny short lagg on my Huawei, when 2-3 enemys shooting for examples it become nearly unplayable.......
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This sounds vaguely familiar too me like I had the same problem once. Don't remember though the "solution" but converting too .Ogg could be it. Or perhaps checking some build settings if there is some options in how it handles sounds.
I changed the .wav sounds in Fusion to OGG ( VIEW --> Dataelements )
but on my Huawei it still laggs when I hit Enemys for example (hit sounds)
I nearly tried everything and I"m rly exhausted ....
On samsungs it works very smooth I rly dont get it!
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Hello guys,
I have a really weird Problem, when I run my game on Samsung Galaxys for example. The game runs very Smooth without any lag.
But when I try on my own Phone (Huawei P30 Lite) The game laggs extreme, when I encounter Monsters . . . .
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than I later found out, it are the Sounds . . .I removed all the Sounds from the Beheivors, frames etc. and see it works now without any lagg.
I think its becouse I use .Wav sounds ????
I thought about convert all the sounds to .OGG , what do you think about this ?
I"m really confused right now . ..
I thank you all for the amazing Support!
best regards
Logum5 -
If you're using Counter, then look in Counter object properties to set the number of decimal places (also note significant figures, the number of digits including before and after the decimal point).
Please login to see this picture.
When you set the counter, use Set Value and pass the number directly, don't worry about FloatToString$(). FloatToString$() is more for outputting the number inside text-based expressions, not inside counters.
Please login to see this picture.
Finally, if your number is not storing correctly in the counter, as in being rounded down, then add 0.0 to the final part of the expression.
So instead of setting counter to say 1/3, set it to 1/(3 + 0.0).Please login to see this picture.
The reason why this happens is Fusion tries to not use decimal places if it doesn't think it needs it, and it works out whether it needs it by whether it sees a decimal point in the final part of the expression.
Calculations without decimal places are called integer math, and processors can do that faster than ones with decimal places, called floating-point math. Hence Fusion's preference to use integer math if it can.
Some objects won't let you use a decimal number in their properties, but allow you to use it by setting it by action. Counter is one of them; Initial Value won't store decimal places, but you can use Start of Frame > Counter: Set Value to work around it.Thank you !! it works now perfectly!!!!
thank you for your time dude!
U dont know how Thankful I am!
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If you have Fusion 2.5++, use Global Events and be sure to set your main engine frame as the "base frame." Make sure all your objects are global.
Thank you guys!!!
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Heyo,
You should be able to type it into any expression window.
Please login to see this picture.It's an expression, not a condition or action. The first expression is seen under Step 11 of the basic tutorial included with Fusion, i.e. the ChocoBreak tutorial.
The differences between actions/conditions/expressions are discussed in the tutorial, which I highly recommend you follow.
You can access the tutorial under Fusion menu, just go on menu and select Help > Tutorial.
Please login to see this picture.If you need more help, try using Please login to see this link..
Thank you for the help, now I know what u mean with the Expression editor!
but I really tried to get it working , I dont know what I"m doing wrong here, this is what I tryed
New event --> Always --> Set Counter
thann Float to string , but I get Syntax error !!!
I"m really going to get crazy . . .
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Hello guys,
currently I"m working on a game and I realised a problem.
I have the main game on 7 different frames, each frame has a different theme (Grasslan,Iceland, desert etc.)
The problem is now when I change something(new events), in grass land for example I have to change the events on each frames. which would take me so much work!!
how can I fix this problem?
I thought about to work with the layers or global event editor???
what do you think is the best way to fix this problem?
thank you so much!!!
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There's a little-known option FloatToString$(), which you can find under the System object Conversion expressions.
Put the number into the Value parameter. FloatToString will be in the Fusion help file if you need more detail.If you don't want to use that, you could also use
...but it's a bit more fiddly.On a side note, this forum is more for getting extension developers, not for Fusion issues. Next time ask in the Please login to see this link..
(If you do need help with developing your own extension, clarify which coding language you want and more context for the decimal places)Hi thank you for replying,
I"m really a noob , I searched for 1 hour where I can find and edit the FloatToString$ Expression,
can u tell me where I can find this option in Fusion 2.5?? thanks!!
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Hello guys,
I"m really struggle at this moment,
The problem is, on Pc version in my Game I get different results for the Counters.
PC Version(for e.g)= 6.04 Exp
Android Version = 6.0400000 Exp (or more digits)
how can I fix this Problem?
Thank You!!!
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I check it out when I"m home
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but I would change the Jumping its just too fast . .
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keep it up bro! looks awesome
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rly I need help, anyone?
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Hi clickteam forum,
my problem is I released my first apps on 2015 on google playstore for learning purposes.
these games wasnt really good and I was rly young at this moment.
I didnt care about Copyright and Google banned my account.
now 5 years later I"m hard working on a really cool game with Viral Potential!
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So now I want to let a friend of me create a Developer Account so I can upload the game on his account.but is their any way Google still can track me? I also will create new Chartboost account over my brother.
can they track me trough Fusion 2.5 Client data? and when yes how I can change those parameters?
I use the same Fusion in steam.
fusion +dev dlc + android exporter
Thanks mates!
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Hello guys,
I just bought a MMorpg example on the clickstore
Please login to see this link.
I rly tried to test it but it dont works!
somebody has an idea? its working via lacewing