Posts by Lukaaash

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 don't need permission if you are saving in the public scope, better if you post a small mfa of what is not working for me to check

    Yeah, so I tried to make a little demo, but found out it was something different. ..
    You see, I loaded whole textfile into edit and then this edit set into String parser (or string). And this is where it doesn't work for me.
    When I load textfile into Edit on Start of the frame and then set String to Edit on Start of the frame, String is empty. It does happen on Android, on Windows it works.

    I made workaround - disposed of textfiles and that text just set into string in code...

    Demo with this behavior lies below.
    Please login to see this attachment., Please login to see this attachment.

    Hello,
    I have hard time to load binary files.
    I'm using binary data, text files, which I at the start of the frame load into Editbox, but after updating to higher API (30) and Android 10+, these text files can no longer be loaded.
    I read all that stuff about permissions and external storage, but there is nothing about binary files and I'm really confused.
    I tried to use PublicScopedStorageDirectory$, DataStorageDirectory$, set legacy storage, write/read permissions, but nothing seems to work.

    What am I doing wrong?

    Interesting, when I select Android app bundle, choose path for build filename (with file *.aab) and compile it, I just get compiled *.apk instead of *.aab file. Is this normal?

    And for previous question, it works after uploading in Google Play and updating app, although it is regular apk file and not app bundle.

    This is from different device with app debug mode.
    (tried to edit previous post, but it didn't save)
    This is when app loads and tries to open UI Box.

    EDIT: Found this, but don't know, why is it there:
    2019-05-30 11:28:38.233 8438-8438/cz.lukaaash.catchthecarrot I/MMFRuntime: Requesting application to end

    EDIT2: And this is logcat only for the app

    Package name is cz.lukaaash.catchthecarrot
    Automatic login (without ui box) works fine.
    Log is taken from when I press button to show achievements.
    App started from Play Store.
    On row 2019-05-30 10:39:05.705 4348-5510/? It says WIN DEATH: Window{7156037d0 u0 cz.lukaaash.catchthecarrot/cz.lukaaash.catchthecarrot.Main}

    EDIT: Found this, but don't know, why is it there:
    2019-05-30 10:39:05.434 6182-6182/? I/MMFRuntime: Requesting application to end

    Hello. I am using CTF build 292.8 with latest GPG. After last update, when I compile android app, and GPG UI Login Box comes up, the app crashes with no error message. Well, first crashes app, then UI Box comes up.
    This didn't occured in April.
    Am I doing something wrong? Should I post some output or something?

    Hello, is this extension planned for Android exporter? Because this tool is great and it would be shame if it was only for desktop.
    Anyway, wish you best with your work on this and any other projects!

    Please login to see this attachment.

    1. Shader on layer.
    2. mask,mask coordinates and size must be aded to shader parameters.
    3. there a some wrong coordinates when editing in clickteam. Clickteam affect by shader all layer at editing. But normal at run, check it.

    Hello. On Windows works as charm. But is it possible to get it work on android extension, too?

    PS: Tried it but shader didn't do anything...