Posts by Noiseux

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.

    Has this issue been solved? I just made a quick HTML5 app to test the accelerometer function (as a project I'm planning might benefit from this), and it doesn't seem to work. Location doesn'T seem to work either in HTML5. It seems I can't get anything from any sensor. Tested on Android, but will try to also test on iOS device to be sure it's not only related to Android...

    --- EDIT --- Does not work either on iOS. Tested on both an iphone 5s and a 6+, both on iOS 10.
    Also, the location object worked on the 5s, but didn't on the 6+. Both had location enabled and both on iOS 10. Weird.

    Also noticed something... My current HTML5 project (xmas ecard) doesn't scale properly on an iPhone 6+ on iOS9. BUT if I change orientation from portrait to landscape, it DOES scale correctly, and changing back again to portrait also scales correctly. It's just the initial display of the HTML5 app that doesn't scale correctly. That's very strange.

    Works fine on iPhones 5 with iOS8. And Android 6. And PCs (Chrome).

    I just tested it with the temporary fix (Application.js) on an iPhone6+ with iOS 9 installed on it, and nope... still no sound.
    Unless I applied the fix wrong... But it works on two iPhone 5s I tried still on iOS 8... And works with Android 6, and on PC.

    I'm on 285.1 too, if that info is useful.

    I'm working on a Xmas ecard project and while the ecard does work even without music, it's not really the same. Even with the fix, there's no sound on iOS9 (there still is sound everywhere else).

    Ok. I found the problem.

    The company I work for as an intranet. And their intranet site only works with IE when it is set to "compatibility view" (Completely stupid as it runs on Sharepoint, which in theory should work fine with other MS products but that doesn't seem to be the case). So on all our machines, the intranet domain is running in compatibility view mode by default. And since our internet website is part of the same domain, IE also display anything coming from our website in "compatibility view". IE, when set to compatibility view, doesn't process HTML5 functions. Or at least, doesn't process the <canvas> tag.

    So anyone, just take note that if someone is running your HTML5 app in IE in compatibility view (even if the IE version you're using support HTML5), it will jump to the fallback page.

    I don't know if this was already written (or discussed) somewhere, if it was, I'm sorry for bringing this up again. I just thought the info would be good to share.

    Update to 283.5

    Project work in Internet Exlorer 11 when run localy through "build and run" function.
    But when I take the exact same files and put them online, Internet Explorer defaults to the fallback page like it isn't supporting HTML5, even though all worked well in "build and run".

    It isn't a server problem either, as everything works fine in Chrome, both locally and online.

    Only Internet Explorer, somehow, always end up going to the fallback page, even if it supports HTML5.

    Is there something I'm missing? Is there a way to fix that by editing the index.html page or any javascript file?

    This is weird. My e-card project seemed to work perfectly fine while I was in development.

    Today, I built it as a HTML5 Final Project, put it on the same server, but now, Internet Explorer (version 11) goes to the fallback page, like it doesn't support HTML5.
    If I build the project again in development mode, replace the "final project" files with the "development" ones, then it starts working again and doesn't go to the fallback page.

    So same project, work when built as "HTML5 development", but goes to fallback page if built as "HTML5 final project".

    Chrome works fine. Other browsers too. Only IE seems to act like this when project is built as "final".

    I'm on 283.2. Anyone else experienced a similar issue?

    Thanks a lot Yves!

    I'll try to edit Application.js to get the size and color I need! I think that'll work for now. Thanks again.

    Also, as a suggestion, it would be interesting to allow, instead of a line of text, the use of an image that could show up in the center of the frame. In some particular cases (like mine, for instance ;) ), if I could use some sort of "play" button in the middle of the frame after the preloader, it would make my project look a lot better in my opinion. Something similar to what we can already do to select our own image for the preloader... This could be a very nice option to add in the future.

    Again, thanks for your answer. Much appreciated!

    Anyone knows if there's a problem in "downgrading" from the beta 283.2 to version 282.3? The new version that "forces" the iOS fix for HTML5 projects doesn't work for me. I still prefer to have a choice in applying a fix or not, as there is no apparent way (yet) to customize font size or color of the text asking people to touch the screen.

    Would there be a problem in loading a project saved in 283.2 in version 282.3?

    Well, that's not really a solution...

    People won't touch the screen during the preloader if it doesn't last long enough for them to note that they have to touch it. And anyone not touching during the preloader will then get this ugly text on sceen that barely readable on smaller screens (phones).

    And I can't really put an image in the preloader asking people to touch the screen to make sound work. People usually expect an action when they touch a screen or click a button. There's no indication for them that their "touch" has been registered. And besides, that's a problem only for iOS, so it would be weird for people viewing this on computers or Android devices that don't need this to work.

    So I can't work with such a solution. It doesn't look professionnal, and it will never gets approval by the higher instances of the company I work for.

    I understands that this sound issue is driving people crazy, and that making the iOS fix active no matter what might seems like a solution, but without a way to customize text size and color (or putting a graphic button in the middle of the screen like we can do with the preloader), it makes projects look "unfinished" or just plain "unpolished". It just doesn't look professional (especially if the text is very hard to read, or even readable at all on smaller devices). Why can't this be optional, like it was before?

    So basically, it means I'm stuck with this in my HTML5 christmas e-card? Does it means there's no "real" solution?

    If so, I'm almost tempted to remove sounds from my e-card entirely. The sole criticism I got about my e-card from my bosses is about this text, they like the ecard very much, except for this part. I can't imagine myself going to my bosses and ask them "it's either we have this small unreadable text, or no music in the e-card, what do you prefer?"...

    Is there a plan to actually make this optional again in a new update (in the HTML5 properties)? Or at least, use a custom image instead of this text? (that would be a workable option for me).

    Hey, it's me again.... ;)

    Noticed that on iOS devices, the text asking users to "touch the screen to start" is now always displayed despite the option not being selected in the HTML properties of the app. This is kind of bugging me because on some devices (phones) the text is so small that it's practically impossible to read. I designed my app to test if running on Safari at start so that it can display a nice "play" button that starts the music when the user click the screen.

    Is there a way to actually disable this? As it seems even the option being unchecked doesn't work. The text still shows after the preloader. And there's no way to adjust text size or color. This makes my e-card look a little bit unprofessionnal. I would prefer by far my own "play" graphic button, or at the very least, the option to adjust size and color of the text.

    I'm on 283.2 (beta), by the way.

    Anyone knows what can I do to get rid of this text? Or at least to customize its appearance?

    Thanks a lot Olivier and Yves.

    I guess my whole experience confirms that older iDevices stuck on iOS 5 don't work. Those on newer versions of iOS seems to work fine (7 and 8).

    Now I can move on with finishing it properly. (customized pre-loader, formating the HTML page and creating a custom fallback page for browsers that don't support HTML5).

    Again, thanks. :)

    UPDATE

    The iPad I have for testing purposes (that was lend to me from our IT department) is an old iPad 1, with iOS 5 on it. Not being used anymore to the Apple ecosystem (I sold my iPad 2 long time ago - I'm more of an Android guy now) I didn't noticed the different look and feel of the most recent system. So, well, I can say that projects built with the HTML5 exporter definitely don't work on either older iDevices, or devices still on iOS 5, or a combination of both.

    I tested it on a recent iPhone 6 on iOS8 and it works. I also tested it on an colleague iPhone 5s on iOS7, and strangely, sound only get out from the headphone jack. Nothing comes out of the speaker. But at least sound DO work.

    I don't know if this is due to me having installed version 283.2 beta, but it now works on these two devices, whereas either sound didn't work previously, or it just didn't load at all.

    Many thanks, Olivier. You steered me in the right direction. I've been testing this since more than a week now and was ready to give up on this...

    Now maybe I should ask our IT department to actually give me something newer than an old iPad 1 to test my stuff.... lol! ;)

    Hmmm.... that's weird then.... It doesn't work on my end. And yes, I cleared the cache before testing.

    I'll need to ask other co-workers to test it on their iDevices then. There may be something that doesn't work on some devices. I'll report how it goes after more testing then.

    I just tested it by building the app from second work PC instead, same Fusion version, same version of the HTML exporter, and got same results.

    If I remove sounds from the app, loads fine on iOS. If I put them back in, doesn't load at all on iOS. (But seems to work fine elsewhere - although I had problems at first on Chrome in Android 5.0 but now it seems fine).

    Anyone wanting to give it a try can access the files I've put on a personnal website I have for testing purposes : Please login to see this link. (I might update the files for testing purposes now and then, so if the link is dead, it should be back up a minute or two later).

    If anyone gets it to load on an iOS device, please tell me.

    Installed 283.2 (beta) and it didn't improve anything. When on an iOS devices (tested on iPad and various co-workers iPhones), it just won't load when there are sounds in the app.

    Also, my Nexus 7 just got updated to Android 5.0 (Lollipop) yesterday evening, and at first, sounds weren't working anymore in Chrome (I was very mad). Tried MP3 and M4A. Then I tried Firefox and it worked. Then I went back to Chrome, and then it worked again in Chrome. Very, very weird.

    It still works perfectly on my Nexus 4 phone that is still on Android 4.4.4 (KitKat).

    So right now, the situation is :

    Internet Explorer 11 (PC) : Runs perfectly.
    Chrome (PC) : Runs perfectly.
    Chrome (Android 4.4.4) : Runs perfectly
    Chrome (Android 5.0) : Runs but didn't have sound at first. After trying it in Firefox, Chrome started playing the sounds when I went back to it.
    Firefox (Android 5.0) : Runs perfectly
    Safari (iOS) : Load up to about 75% then stop. If you touch the screen, the preloader jumps to about 90%, then stop completely and refuse to go any further.


    So I guess, my solution for now would be to find an alternate way to build my e-card without using Clickteam Fusion as I can't seem to get my app (which is only a very simple animation by the way, without interaction from the user) to run with sounds on any iOS devices (which is very important to my employer).

    Flash is out of the question because it doesn't run on most mobile platforms anyway, so I guess I'll try to convert my HTML5 animation into a movie file and put it on an HTML page through a player that will work on all platforms. A lot less elegant in my mind, but I have a deadline to meet and need a working solution. I'm not really blaming clickteam for this, as I know technology is always evolving and there's always restrictions to deal with on various platforms, so I know it's not that simple. But that doesn't change the fact that I need my e-card to be ready and functionnal, and for that, I need a reliable solution right now, as time is somewhat against me.

    So if a solution could be found quickly, then that's great and I'll be very happy. But I need to start working on a "plan b" if the issue doesn't get resolved over the next two weeks.

    Another thing I noticed.... if I don't put any preloader, the app doesn't seem to start, but when I touch the screen on the iPad, I see a small "play" arrow icon appearing for like 1 second next to the battery percentage icon. Nothing else happens though.

    But then, if I remove sounds from my app (there's only one sound, a 30-second music clip that doesn't even loop), app works perfectly fine. So it's definitely an issue with sound. Although I don't know what exactly the problem could be.

    I really need to get this sorted out real soon. I only have about 2,5 weeks left to have a working product ready so the company can send it out to their clients.

    Yes, the file is there. I'm litterally stumped on this one. No matter what I do (also tried removing the wmf_enc.dll from the Runtime folder, as suggested in another thread - but no results). I litterally tried everything I came across in these forums in the hopes of finding a solution, and nothing works...

    This issue is driving me crazy right now. I'm currently in the process of creating an e-card for my company, and it works fine on PC and Android devices, but whenever I try to load it through an iOS device, no can do, loading stops at about 90% and stays there.

    If I remove all sounds from my project, it works without a hitch. But as soon as I put sounds in, any iOS device get stuck at about 90% in the preloader. Tried everything I could, iOS fix in the HTML5 properties, using M4A or MP3 files, try loading stuff all at once or not, I seriously don't know what doesn't work.

    Anyone have a clue about why it is like this? I'm using build 282.3 and latest version of HTML5 exporter (installed latest version yesterday).