Posts by MYCRAFTisbest

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.

    So I just got the Firefly addon package for Steam and I'm having a problem with allowing the Framerate to go above(or below) 60 FPS.
    I'm building off of the FPS scene of the example that came with Firefly. When I set the FPS from 60FPS to 240FPS the speed at which the Move FPS Camera Node With Gravity speeds up. To fix this, I've tried (speed * 60)/Framerate. This adjusts the speeds to be relative to how many frames there are. It seems to work for everything except the jump height. If I use it on the jump speed (0.5) the jump gets greatly reduced at 240FPS but if I don't use it the jump height is much higher than normal. It might be a problem with gravity (which uses the formula) but I don't believe it is.

    Is there any way to fix this issue? I read in another forum post that the camera should have it's own FPS setting that differs from the application but I don't see that setting. The Firefly Engine has a Render speed, but this appears to just be a percentage of the global speed where frames are rendered and is still capped by the global FPS. I've tried added a timer to the event to run every 1/60th of a second, which works, but that is just a cheap 60FPS lock for compatibility and would still slow down below 60.

    I want the game to run the same at 30FPS as it would at 240FPS so that any level of hardware configuration could run the game. Any help is appreciated.

    Hello. I am trying to add a feature to an application I am working on that requires the user to select a drive on their system. I would love to just have a combo box with every active drive letter in it, however, I can't come up with way to do this.

    If anyone has any suggestions it is appreciated.

    P.S. I have Developer for the Steam version, I just haven't linked it yet to this account. Developer only solutions are valid.
    EDIT: I linked them :D (still clueless on my issue though)

    EDIT2: Thinking a bit creatively, I realize I can do a brute force test by checking each drive Letter A-Z to see if it is a valid directory at the start of the frame. If anyone has a better option feel free to post.

    Galactic Space Agency has been updated to version 0.198a Please login to see this link.
    This version improved the physics as well as fixed all currently known bugs and oversights (Although there is a new minor bug where the ship may load sideways on revert, but simply reverting again corrects this)

    Also, I've launched a Kickstarter! I wanted to wait a little longer, but I feel it's time to see if people are interested in the game enough to want to support it. You can find more details as well as the Kickstarter page at Please login to see this link.
    :)

    I have found a solution my problem.

    It was much easier to find an install package creator that had the option to change permissions to folders during the installation process. From now on, the GalacticSpaceAgency folder will be granted Write permissions to all users on installation.

    Thank you all for the help.

    I can imagine that it is probably not possible to change files in the program folder without administrator access, at least in clickteam.

    Can someone tell me the AppPath$ equivalent for finding the active windows user? I can do $AppDrive to figure out what drive the user is in, but I don't know how to find up to Drive:\Users\"Name Of User"\My Documents

    Otherwise, I might just put it on the root of the drive at C:\GalacticSpaceAgency

    EDIT: I went ahead and checked and the contents of the Steam folder seem to negate the need for permission to create and modify files and directories. That's weird, I guess the subfolder has different permissions, which is how some games can get away with writing to their own folder. I think I'd rather save to My Documents than figure out how to make an installer set the permissions correctly.

    Hmm I use appath$ for my game's save files which are located in a separate folder in the same folder as the exe itself. It's easily accessible to anybody who can run the game as it's right next to it :) It works perfectly on everything I've tested so far. If you don't want people messing around with stuff you could use it in conjunction with the blowfish object to encrypt your saves if you want.

    I have 3 ini files in this folder that are encrypted as such and though I'm sure it's not bulletproof it's not an easy but to crack for most people. Also the game will create the save file at that specific location when none exists (ex. The game was just downloaded and the folder for saves is empty.)

    I think trying to hard code a set path to somebody's My Documents is probably not a good idea but of course you should do what you want to do!


    For some reason it isn't working for me, at least not on Windows 10. It works normally as an administrator or when compiled with Virtualization (although it only creates a few empty directory and blank files in the apppath and the rest is saved somewhere else). If I just run it normally (as an invoker) it can only read files, it can't create them or directories.

    I assume your game is also in Program Files (x86), or is it elsewhere?

    Also I want to clarify, I was asking if there was something like apppath$ that could get the User so that I can save it in the proper My Documents folder.
    I also have no problem with people messing with the files, if anything I'm trying to encourage it and plan to add in mod support through the use of Sub Applications that can mess with global variables.

    Hopefully I can figure out why it isn't giving me permission to create files there.

    Please use the appdata folder! It is a pain that every developer tries to save to the installed folder! Installed folder usually means that it is stored in the program files folder. These are protected folders, therefor the user needs admin rights, or the application needs admin rights to start!

    THIS also explains your error, as regular apps that are started with user right have NO right to create to modify any files in the games folder.

    I am aware it is a protected folder, but I am confused as to why other games are able to save there fine without prompting for administrator rights. The game that inspired my own, Kerbal Space Program, is a Unity game that creates new directories and files inside the program files perfectly fine. Why is that game, as well as others, exempt from this?

    Also I don't like AppData because it is a hidden folder. I want files to be easily accessed.

    Hello there. Recently I've noticed a problem in a game I'm working on called Galactic Space Agency (GSA for short). The problem involves saving. Saves are stored to "Installed Directory"\Saves\Default with the installed directory generally being Program Files (x86)\GalacticSpaceAgency

    After some tests, I've found that the game is failing to create new directories as well as new files. Running the program as administrator allows the files and directories to be created and modified. I could build the program to execute as administrator by default, but I know there are games and programs that can create files within it's installed folder for saves and does not require to be run as an administrator. Alternatively, if there is a way to save files to "My Documents" as that would also be acceptable.

    I do NOT want to save to AppData as I want the files easily accessible to any and all users. I feel it is more inviting like that and is one of the reasons I chose to use Clickteam over a competitor that demands AppData as the install path. AppData will only serve as a last resort.

    I have only tested this on Windows 10, but I will test on Windows XP and 7 later today. I don't remember having problems in the past and I am almost 100% sure that it used to work properly. Maybe there was a recent change or maybe I somehow failed to test saving outside of CF 2.5. Even if the problem is exclusive to Windows 10, I need it to be compatible on all modern Windows installations.

    Here are some screenshots of some of the code that I have for saving the game that may help.

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    Thank You!

    NOTE: This is a Work In Progress and is only in a Pre-Alpha state

    Hello, my name is Richard Gordonson. Back in August 2015, I started working on a game in Clickteam Fusion 2.5 called Galactic Space Agency. The project had a pretty good start but, this is largely an individual effort so it began to slow down in November due to various personal reasons and didn't really start to pick back up until recently.

    Galactic Space Agency (GSA) is a game about flying a ship to various different Planets, Moons, and Solar Systems. You do this in order to create colonies, discover and communicate with Aliens, ect. HOWEVER none of these reasons are implemented into the game yet. The game does feature a few missions though to allow for change. Ship building is also planned, although it is still incomplete and one of the main reasons I have held off from posting. Making a system that could make an easily readable file that could load a ship proved to be problematic, but I do have a pretty good idea of how I can make it work now. You can quicksave with F5 and quickload with F9 (although in the current 0.191a build, there is an issue with loading). Escape will bring up an option menu where most other keys can be changed as well as some resolution settings. Currently, there is no gamepad support, but it is planned.

    For more details, visit Please login to see this link. where you can also download the current demo.

    THANK YOU! :D P.S. The game has basically no polish at this time and is in pre-alpha.


    You can also watch the video below and view the screenshots

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    A test of EVA
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    The only way to land
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    Early screenshot of flying above Eniome, used in title screen