Posts by Janette5

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.
    • You can use Global Strings. If an item is held the string will equal the name ("Axe"). If the item is dropped, set the string to empty "".
    • Test if a string is empty: if String 1 = "" then use it.
    • String 1 != "" move on to String 2, and test if it is empty etc.

    or

    • Use a control global value. If item 1 is picked up and the global value = 0, set the value = 1, if item 2 is picked up, set the value to 2 etc.
    • Then when an item is picked up, if global value = 2, you know it must go to slot 3 etc.

    There are lots of other ways, e.g. using arrays. It depends on how many items you have.

    It doesn't work that way.

    When you increase the resolution your graphics / sprites must be created to fit that resolution without any scaling.

    See if thisPlease login to see this link. helps you. I don't use pixel art myself, but I've seen a lot of threads on pixel art and it's a common misconception that pixel art can scale up and still look good. Other software actually have very specific settings or add-ons to help with the problem and Fusion unfortunately doesn't (according to the thread I linked to).

    Depends what you mean by zoom.

    Clickteam Fusion will automatically resize your app to fit different screens - there are a variety of Android options / settings. As long as Fusion is downscaling them, and not upscaling them, it won't look blurry.

    If you want a character to pop out at someone - like zoom in on it, you can change the size using code - you don't need to physically change the sprite.

    You should be creating your game for tablet size and at least 1280 x 720, possibly larger. (That matched the 1920 x 1080 resolution which was popular for a brief period, but now there doesn't appear to be a standard).

    Fusion can downscale without blurriness, but not upscale low-res graphics.

    Popular resolutions according to Bing:

    • HD (720p): 1280 x 720 pixels
    • Full HD (1080p): 1920 x 1080 pixels
    • Quad HD (1440p): 2560 x 1440 pixels
    • 4K: 3840 x 2160 pixels

    On the Android settings under Display you have the option to Stretch to fill. But I don't recommend you use it anymore, because cell phone sizes are so different now and that command doesn't maintain an aspect ratio - it will distort your graphics.

    I use Fit Inside (black bars) so I always have black banners on the sides but my game is properly centred, and my graphics look sharp. Some of the other display options had unwanted outcomes on my Huawei - like 'fit inside' would make the game really small.

    You also need immersive mode turned on to go full screen and hide the navigation bars:

    * Start of Frame
    Android object : Hide action/title bar
    Android object : Hide status bar
    Android object : Hide Navigation bar
    Android object : Set Immersive mode to 1

    This should work:

    • Collision between Active and Kick Block
      • Play same Good_drum_1

    A collision is a one-shot trigger (in contrast overlapping will trigger continuously).

    A collision won't trigger again if your objects aren't moving. It will only trigger again if something moves.

    Quote

    "Now my actives are fit together so no "spaces", it play first time the skip the rest! Is it possible?"

    I don't understand what you're asking here. Do you want it to play a sound only on the first active it encounters, and not on the subsequent actives? If so, use a flag like this:

    Collison between Active and Kick Block

    + Flag 0 = off

    = Play same Good_drum_1

    = Set Flag 0 = on

    Please could you give me a solution or a detailed explanation of how to compile for android currently?
    Thank you very much.

    There's a patch . Download and install it. Then rebuild and resubmit your App like you did before.

    Olivier
    September 3, 2024 at 9:59 AM

    It's possible that preloading sounds has a time limit. Are you playing each sound on its own channel?

    I'm looping music tracks of 2-3 minutes. In one of my games, I have 4 such tracks. But they're set to play from disk and only one is active at a time. These tracks play on a specific channel, and the other sounds play on other channels.

    I don't have any sound issues nor has anyone reported it in either the Android or PC version of the game.

    In that game I have 25 shorter sounds that are preloaded, but they're all 5 seconds or shorter.

    It might then not be your sound. It may be that your computer has enough resources to run the game, and your Android device does not. You can look at the profiler to see where your game spikes if you have 2.5+ and see if that's where the issues are coming in on Android. (or follow TonyThunder's suggestion).

    My apps on Amazon were made in CENSORED, Clickteam Fusion and CENSORED. You don't need a special plugin for a free or paid app, Amazon "wraps" the ordinary app itself. The apps with IAP, I wrote in CENSORED. The apps are published across all the Amazon stores. I checked, they are on Amazon.de.

    My apps will build if I use these settings:

    C:\Program Files\Java\jdk-11

    C:\Users\NAME\AppData\Local\Android\Sdk


    and also if I use these settings:

    C:\Program Files\Android\Android Studio\jbr

    C:\Users\NAME\AppData\Local\Android\Sdk


    You can try to build an .apk using a blank file (Just open an .mfa - change the Android settings and build it.)

    If it builds, then it's one of your extensions causing problems for you. If it doesn't build, try reinstalling Android Studio.

    Edit: I couldn't post this with the names of the other software typed out. I got a message their names are censored. Unbelievable. Their names are on my website under Contact Details.

    Your minimum version should be 5.0 (Fusion still defaults to 4.4).

    Your maximum version for build API should be 34.

    Target should be: 14.0

    Path for the SDK is: C:\Users\MYNAME\AppData\Local\Android\Sdk

    Path for the JDK depends on whether you're using Android or installed it directly from Oracle.

    Unfortunately, I don't know what the path is for the Android Studio version (I had tried several a few years ago but couldn't manage to build an APK until I installed Java directly).

    Installing Java worked for me because I don't use any special extensions. Apparently it doesn't work for everyone.

    I did have problems on my Huawei phone with a game that had preloaded a bunch of sounds. The solution was to save all the sounds as 16 bit files. That is also a built-in feature now (see screenshot).

    Sounds don't also have to be saved as binary data. Fusion automatically includes them in the Android and other builds.

    My sound options under runtime options for the game are:

    • Multi samples - ticked
    • Play samples over frames - ticked
    • Do not mute samples... - not ticked

    Please login to see this attachment.

    You can set a global value. For example, story control = 1, show edit box 1, set story control = 2, etc.

    If you want to check that the player has actually entered text you can set the contents of the edit box to a string and then test if the string is empty.

    For example:

    Player marker 2 = the object the player will click on

    Name2 is the string.


    Then:

    Code
     Name2 = ""
     Set story control back to 1 because the player didn't type in anything.

    Each device (fax machine, printer) and story is its own active object with its own values.

    You will also have global values that store the information to manage the game globally. You don't need to use an ini file yet (you only need it when you want to save the game for the player to stop playing and resume the game next time).


    Each object is its own active. It can have its own variables - referred to as alterable values - or flags. Once a player has clicked on it you set a value to indicate it's been clicked.

    You then test for the value and execute your code based on the value.


    For example, if a player must click on a fax machine four times for four stories:

    Create a value and name it: number of clicks and set it to zero.

    Player clicks on the fax machine, add 1 to the number of clicks.

    If the number of clicks = 1, show 1 story, show a string.

    If the number of clicks = 2, show 2 stories, change the string's text and so on.


    If a player can clicks on any of the devices a combined total of 4 times use global values.

    The process is the same, except this time you have a global value named number of clicks, and every time the player clicks on a device, add 1.

    Test for the global value to equal a certain number and execute some code (remember to limit this so it only runs once).


    For example, number of stories = 3, and the player clicks on a story, then add 1 and now stories = 4.

    When stories = 4, you can change your game to show an animation of a master copy being sent to an editor, or you change the string to say "Master Copy".


    If you need more help, please add comments into your .mfa and post it here. It's easier for us to amend your .mfa to do what you're asking, than to create an example from scratch.

    Not sure where to post this:

    Email notifications from the new forums are erratic. Sometimes I get a notification, sometimes I don't. For example, I've not received any notice in a few days, and when I accessed the forums now, there were 2 replies that should've triggered email notifications.

    I typed the values in manually. You can also spread a value - same effect. Only spreading a value will spread it in the creation order, which might not be the order in which I numbered them.

    I use the value in the events to isolate which child objects to display - see line 10 - the third "Special" command below. I pick up that value and allocate it to a global value. The reason I allocate it to a global value is so I can reference it afterwards - it's a way of saving the value. In line 12 I use this global value.


    Code
    * User clicks with left button on Group.Good
    + Group.Good is visible
    	Group.Neutral : Make invisible
    	Special : Set Countdown to 5
    	Special : Set Calculate XValue  to X( "Group.Good" )
    	Special : Set Top Level Number to My Number( "Group.Good" )
    	Start loop for each one of Group.Neutral, loop name "Place Icons Level2 "

    Also I forgot to add in a command - to only subtract 1 from the countdown if it is larger than 0. This stops unnecessary code running in the background. (Line 16)

    Code
    * Countdown > 0
    + Every 01''-00
    	Special : Subtract 1 from  Countdown

    The system will typically reference and use objects in the sequence in which they're created. But you can also manually allocate a value to the objects and use that to sort them.