Posts by Hydrill

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 don't know if the focus of the editbox was the problem. I have programmed to exit the application if I press the "b" key and even if my editbox is focused the key works and the application closes.
    My problem must have come besides, surely a line or condition that would interfere. I started everything again and programmed it differently and it worked now.
    To conclude, the “enter” key on the PC keyboard corresponds to the “ok” key on the Android keyboard.
    Thank you for your answer.

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    Bonjour,

    J ai utilisé la touche "entrée" pour créer un evenement au moment où je valide une saisie de texte dans une boite combo, ca semble fonctionner.

    En revanche si je veux faire la même chose avec l objet boîte d édition ça ne semble pas fonctionner. J ai remarqué que la touche du clavier virtuel pour valider la saisie n est pas la même. C est la flèche "envoyer" pour la boite de combo, et pour l objet boite d edition c'est un bouton "OK"

    Comment programmer un événement à partir de cette touche??? Merci

    Hello,

    I recently posted a prototype on Itch.io
    >>Please login to see this link.<<
    But apparently, the game freeze after the clickteam loading bar if browser cookies are disabled or if you are browsing in private mode.

    Where does the problem come from?
    Does Itch.io require cookies to be enabled in order to play?
    Or is it from the fusion software?
    Or maybe the .ini object is considered a cookie???

    Hello dear Clickteam Fusion users,

    I am happy to share with you my first post on Itch.io
    This is a prototype game.
    You can give me feedback if you want.

    >>Please login to see this link.<<

    Bonjour chers utilisateurs de Fusion,

    Je suis heureux de vous présenter mon premier jeu sur Itch.io
    C'est un prototype.
    N'hésitez pas à m'en faire des retours.

    Ps : Merci encore à Yves de m'avoir dépanné sur la version mobile! :)

    Salut Rainzo!

    Tu as réussi à faire ce que tu voulais?

    J'ai un peu le même problème sur un test de Tower Defense. J'avais fais comme toi une aire circulaire pour la detection et distance de tir. J'ai essayé aussi avec les calculs de distances, mais dès qu'on a plusieurs actifs similaires qui tirent sur plusieurs autres actifs qui servent de cibles, ça devient vite chaotique, même en différenciant les actifs identiques avec des valeurs numériques.

    J'ai essayé de télécharger quelques outils en vain. Mais peut être que la version 294 va nous débloquer! Tu me tiendras au courant si tu y arrive?!

    Thanks for the link. I read a lot of documentation but I had not seen this one!

    The cropping seemed gigantic to me, I did not understand why. Now I see it's for making parallax effects and animations.
    But we need to create a foreground and a background, I guess these functions are not yet integrated in Fusion??

    In the meantime I will further reduce the size of my icon, whatever for old phones.

    Hello,

    After updating fusion and using the latest API, my icons are cropped a lot, looks like a big zoom
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    Why is there such a big difference?
    Did i miss something?
    I can't tell if it's from Fusion, or API, or my phone.

    I use a 192x192 .png 72ppi
    I try with a 512x512, there is no differences.

    If I zoom out my icon I get an image too small for older phones.
    What do you suggest?

    It seems the problem is caused by the "ui_barre_vie" counter object. If you move the "vie_ogive" objects behind this object, then this works (use the Order / Backward One command in the Frame editor to change the position of the object in the creation list). I'll ask Fernando to check why bar counter objects cause this issue.

    Oh, that's why all my new created objects didn't work. They were created above "ui_barre_vie". It works with your solution now. Thank you! :)

    I also noticed that if I use a more recent version of OpenGL in my android export, there are no more bugs. (OpenGL ES 3.0 instead of 1.1)
    But I guess it's better to use your solution and keep version 1.1 for more phone compatibility??

    Quote

    I did some tests and Blend Coef was supposed to work...


    Yes I really don't understand... :/

    Quote

    or it's refered somewhere, try using find all to figure it out.


    What do you mean by using "find all"? Is it a tool?
    I have seen a few topics on ghost objects. I'll try to find a solution tomorrow.

    Thanks for your answers!
    I hope someone has a solution...

    Thx for your help. I wasted several days on this problem.

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    On windows, the ui appears well when the ball is in the middle of the screen.
    But on android, the 3 nuclear symbols at the top left have no alpha.

    When I simplified and cleaned up the mfa to send it, I noticed that there was an undeletable ghost object called "white_fade".
    May be the origin of the problem?

    Hello,

    Is there an number objects limit with alpha blending option?
    In my game, my UI appear progressively with the alpha-blending. All UI objects are in the layer number 4 (15 objects ). On windows, all work fine. But on Android, some objects (lasted create) don't work with alpha-blending.
    If I remove bugged objects in layer 3 or under it's working. But don't work in layer 4 or upper.

    I have already tried a lot of things. I recreated the buggy objects and modified the code. I don't know where the problem is...

    (sry for my english)

    Salut,
    Merci pour ta réponse!
    Oui 800x480*, c'est ce que je voulais écrire! C'est un ratio à 1,6 donc ça me parait bien!
    Et comme tu dis si je prends une résolution plus grande il y a plus de risques pour que ça ram, surtout sur mes grosses scènes avec scrolling.

    Je crois bien que je vais partir là dessus! :)

    Bonjour,

    Je souhaite commencer ma première application Android et me demande quelle résolution de fenêtre choisir.
    De plus en plus de smartphones ont une résolution avec un ratio de 1,7 mais ne serait-il pas plus judicieux d’utiliser une résolution avec un ratio de 1,6 pour éviter des étirements et déformations trop visibles en fullscreen sur tout types de téléphones???

    Et une fois le ratio choisi, quelles dimensions prendre? Ni le plus petit ni le plus grand j'imagine. ^^
    Je pensai à du 400 x 800.

    J'ai trouvé que de vieux post sur le sujet, et les dimensions des smartphones ont bien changé.
    Vos avis m'intéressent! :)