Posts by Addeman

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.

    I'm also having trouble with this: the navigation bar pops up to stay, even though I tell it to hide. I have tried to tell it to hide in many different ways too, by "Always", and by any touch... Can't remember all of the ways I've tried atm, but have been tinkering around with this a few days now - testing to "dim navigation bar" instead, testing to combine "dim.." and "hide.." but instead the navigation bar either covers the bottom of my game(game-breaker in my case), or squeezes (resizes) the screen from bottom up for the space of the navigation bar(done with using only "dim..", which is the best solution for now, but it is a bit annoying for my game-play to have those buttons available during the play).

    What I have noticed while testing is that the navigation bar does hide, but as soon as I touch anywhere on the screen it shows up again. It is as if the first touch after that the navigation bar has hidden, is telling it to show itself again..


    When testing, I'm exporting the game as an Android version 7.1 APK with API 25, running the game on a Sony Xperia XZ Premium in Android v. 9.


    PS: Noticed that sometimes I can work my way around the issue in-game, by having the "Resume" button of my pause screen attempting to "hide the navigation bar", which will only work until next touch. However, sometimes when I tab out of the window - leave the app in the background and return to it, this can remove the navigation bar.

    Another thing I have encountered, is that when any of the collectibles are thrown out on the sides, they either disappear or get stuck, giving the same result as the other problem, but so that each other item I touch gets frozen too. I want it to almost be impossible to move it further out than the actual border, so it can't get stuck..

    Much obliged for the help!

    Yeh as you mention, the problem for me is that I want to restrict the player from grabbing more than one item at a time. I used the code you gave me and applied it to each of the 3 collectible items. This still works beautifully, and it doesn't really allow the player to cheat either as eventually they'll have to release it and then all the collected items will come crashing down, which will be overwhelming and most likely end the game :P But if I can restrict this it would be better.
    Here's an example MFA:
    Please login to see this attachment.

    Try in the example to touch one, keep the touch and tap the others - You should be able to control them all :d

    I have tried it now, using more than one touch to collect the collectibles, and an interesting problem arise when using two fingers to touch two different items:
    if one it being held, another touch can then stop the movement of any other incoming collectible, which all follow the first touch's movement. I will tinker to see if I can work around this, but if anyone knows a way around this, I'd welcome that!

    Thank you soo much! This helped heaps! Now it works very fine!

    I am using 3 different collectibles though, but it seems to be working fine for each of them at the moment! :)
    Have to test if any issues arise when using several fingers trying to collect many things or whatnot.

    I don't completely grasp how the method you gave me works though, I simply wrote mine by following your event list, but would you mind explaining how you are using the values in this example? The names say a lot, but it would clarify a lot in my mind if each event was described briefly ^^

    Either way, this was very helpful! Thank you! :D

    I'm making a game where you collect falling objects, and it needs to be able to be used on an android device. The thing is that I am able to catch the items from falling, but they don't keep falling when I release them. I want them to keep falling if the player is to release or drop them.

    First I was assigning the item that is touch to the X and Y of the touch, so it follows. This solution works, but it's too easy to drop the items and too hard to move them fast without dropping them, which the player will be frustrated by.

    I recently found out that the "Drag and Drop"-movement is brilliant, the item which is being dragged, really hangs on to the touch or mouse - no matter how fast(for what I know).


    The items that are collectibles, that the player are to drag and drop, are being launched by a spawner. This gives the item another movement by default it would seem, as I am not able to move the launched items even though they are set to the dragNdrop-movement.
    I believe that they are set with a static-movement or similar by default when launched?

    I have now been testing to add a movement to swap between depending on if a touch is on it or not, but this is only working on PC(both touch and mouse), and not on android..

    Does anyone know a better solution or how to tackle this issue?