Posts by NikiN

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 get this error every time I try building my aab file. I've tried moving the location of the keystore file, I've triple checked the password and alias, and I've tried rebuilding the whole game into a new file. Nothing has worked so far so I'd really appreciate if someone can have a look at this and try building an app bundle or tell me what I'm doing wrong.

    Error: no signed APK file was built, verify the key store path and key name in the Android settings of your application

    Here's the MFA
    Please login to see this attachment.

    This! I have been searching for this solution for ages!! You're amazing. Can you upload an example file of how you use it?

    hey! Sorry for the late reply!

    While the solution i posted works, it's not perfect by any means since your objects don't scale up with the screen size so you may end up with everything looking quite tiny. I've started using a different method which scales up properly and also adjusts the frame size. Problem with that is that the "base" resolution is locked i.e. if I set my application window size to 1080x1920 and ran my app on a 1080x2160 or 1440x3040 display everything will look nice and scale properly and dynamically adjust things like aspect ratio so no more black bars, but if I ran it on a 720x1280 screen it would be sort of cropped in and your objects won't scale down properly. TBH in 2019 very few people would have a resolution lower than 1080p but it's still a considerable chunk nonetheless. Please login to see this link. with my settings copied over so you can have a look for yourself.

    If anyone has a better way to do this I'm open to seeing it!

    I'm confused about the way landscape vs portrait is handled on Android. So I'm forcing my app in a portrait layout and my phone is 1080x1920 (width x height) but am I wrong in thinking that if my app is run on a 1080p tablet it would think that the width is 1920 and height 1080 or are tablet orientations handled the same way as a phone? I don't have a tablet to test on so that's why I'm asking here.

    Update: the build 292.9 has been replaced by the build 292.10, it fixes the following issues:

    - Event editor: in global events and behaviors, when you add a new condition for an object to import, the object was not removed from the Import tab in the expression editor of its parameters, causing a crash if you try to select it.
    - Android runtime: black screen issue on old devices using API 4.x.
    - Admob iOS: the game is now paused during video reward display.
    - iOS Store: if you cancel an in-app purchase, the samples are paused and not resumed.

    that was very expediant, thanks Yves

    292.8 is on Steam, as beta version. Just suscribe to betas in the Fusion properties in the Steam client and enter the code given in the Please login to see this link..

    We're going to release the build 292.9 as beta version too, hopefully this one can be the next official version.

    sorry for not seeing that X) Thanks a lot!

    [MENTION=6268]Fernando[/MENTION] I've narrowed it down a lot and I hope this helps you - the ghosting issue only occurs when I'm playing my game and I tap on my recent apps button and then tap on my game again. It doesn't happen if I tap on a different app and then go back into my game or when I press my home button and open my game back up. (Steam Version 297.7 API 28, tested on a Oneplus 3 running Android 8.0.0)

    There's no such thing as 0.02 or 0.14 etc of a pixel. A pixel is either a whole pixel or not. The best you can do is sample the image to fake the illusion that it is moving that slowly smoothly?

    sub-pixel movement relates to the calculations that are done not how it's displayed, so obviously you can't split a physical pixel you can calculate how an object would behave if it were 0.01 or 0.12 pixels to the left for example.

    I only make mobile games and typically have "Fit inside and adjust window size" enabled and have a 1536x3000 frame to fit any screen (and make it easier to port my game to iOS after making it for Android initially). Then I use the Window Control object to get the width/height of the application window and use that to position everything dynamically (for things like HUDs I find it very useful). Above all I make all my graphics 1080p so they look sharp on any screen. I haven't found any performance issues so far.