Posts by SONNE

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.

    There are two issues regarding String objects on iOS.

    - 1st Issue
    On iOS, String objects trigger collision detection even when they are on different layers. The same issue existed on Android as well, but it was fixed in build r295.10.

    - 2nd Issue
    When a String object is set to Vertical(Center), and the text spans multiple lines that exceed the object's vertical height, both Windows and Android display the overflowing text beyond the object's bounds.
    This behavior has been very helpful in practice, as it allows a single, compact String object to accommodate a wide range of text lengths without needing to dynamically resize the object.
    However, on iOS, any text that exceeds the object's height is clipped and not displayed.
    While this might not be considered a bug, I believe this inconsistency across platforms is problematic from a design consistency perspective.
    Since rebuilding everything to conform to iOS’s current behavior would be difficult, I would greatly appreciate it if iOS could adopt the same behavior and allow text to render beyond the object's height.

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    The URL is a link to a small sample file.
    I would greatly appreciate it if these two points could be addressed.

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    I applied the code changes you suggested, and the crash no longer occurs. Thank you very much.

    However, I’ve now confirmed that if the size of the target Active Picture has been changed, the offset operation behaves abnormally.

    Also, regarding the issue where images without an alpha channel are automatically assigned a transparent color—this is a known behavior, but I would appreciate it if you could take another look and verify it again.

    The URL contains the sample files.
    I’d appreciate it if you could take a look.

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    Thank you for your support.
    After rewriting the code and testing it, the crash no longer occurs.
    However, I’ve noticed some display glitches and a significant drop in FPS. I'm not sure if this is related to the recent changes, so I'll look into it further.
    I'll report back once I have more information.
    Best regards.

    The crash happens in the display routine of an Active Picture object.

    Hello Yves,

    A few days ago, I mentioned that I would send you a sample MFA via PM, but it seems that sending you a PM requires permission. So instead, I’m posting it here.

    Thanks to your hint, I was able to narrow down the cause of the issue.
    While creating a sample MFA for testing, I found that the crash consistently occurs when performing offset operations on an Active Picture object.

    Additionally, I noticed that for PNG images without an alpha channel, a transparent color seems to be automatically assigned—most likely the color that occupies the largest area in the image.

    I’ve attached a sample file for your reference. I’d greatly appreciate it if you could take a look when you have the time.

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    Thank you again for your support!

    IMHO the crash is not due to the DWORD change, hopefully this won't offend the AI :D

    The crash happens in the display routine of an Active Picture object. Could you send me your MFA by PM please? (as well as external files) (unless you can easily reproduce it with a specific Active Picture object, in this case I would just need a simple MFA with the APO and the picture file)

    I understand. The issue is occurring within my game project itself, so I'll try to reproduce it in a smaller MFA file. Once it's ready, I'll PM you.

    Thank you for your support!

    Sorry for this issue... In the iOS project, search for the assemblePrograms routine (in Events / CEventProgram.m), and search for this line at the beginning of the routine:

    WORD evtAlways, evtAlwaysPos;

    and then replace WORD by DWORD:

    DWORD evtAlways, evtAlwaysPos;

    This fix will be in the build 296.

    I followed your instructions and changed WORD to DWORD. The original issue was successfully resolved!

    However, after making this change, the game now crashes at the location shown in the attached image. This issue did not occur before changing to DWORD.

    When I asked an AI for advice, it suggested that the crash might be caused by changes in the memory layout of the structure due to the DWORD modification. However, as I am not an engineer, I do not fully understand the details.

    Is there a way to avoid this issue? If manually fixing it is difficult, I will wait for update 296, hoping that it will resolve this problem.

    I truly appreciate your hard work and support.
    Best regards,

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    Can you show a link to your game (Android Store)? I'd like to see it.

    Thank you for showing interest in my game. Here it is:
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    Although the design is quite simple and not very polished, it's an RPG with enough content to take thousands of hours to fully complete.
    To minimize loading times during frame switching, I intentionally kept the frame structure minimal, which resulted in a large number of lines.
    I focus on compact event structuring and efficient event group management to optimize performance and prevent unnecessary processes from running.

    I'm up to 46377 events in one project's frame, its one of the reasons we had to deal with the max event cap on the .exe compiler and Yves was able to solve it there, hope the iOS one can be solved (and that I can keep mind under 2^16)

    That sounds like an incredible scale! I can't even imagine what a project that could potentially reach 2^16 might look like, but I'm sure it's something amazing.
    Wishing you great success!

    Sorry for this issue... In the iOS project, search for the assemblePrograms routine (in Events / CEventProgram.m), and search for this line at the beginning of the routine:

    I appreciate your quick response! I'll follow your instructions, apply the fix, and test it out.
    Thanks a lot!

    Request for Expanding the iOS Exporter Limitations


    I am preparing the iOS version of a game that has already been released on Android, but I am facing a critical issue.

    On iOS, I have discovered that if the number of events per frame exceeds 8192, events without immediate conditions start getting ignored sequentially from the earliest ones.


    The provided URL contains a sample MFA file where you can check a counter that does not work properly on iOS.

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    My app’s main frame contains over 25,000 lines of events, making it impossible for the game to function correctly.

    The game is already complete, and at this stage, splitting it into multiple frames would be extremely difficult.


    I would greatly appreciate your support in resolving this issue.

    Thank you.

    When you double-click an object’s icon to change it to a different type, the condition is not detected by the filter. For example, Active Pictures can be changed to Active Objects, Strings, or Counters. Strings and Counters can also be interchanged.

    Although it is possible to find these conditions by searching, it is undoubtedly a troublesome issue. This could easily lead to hidden bugs that are difficult to discover.

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    I’ve uploaded a reference video to YouTube, so please check it. Thank you.

    I have a request regarding string objects on Android.

    Since the version upgrade from r293 to r294 in February this year, it has become necessary to turn on smooth resizing to apply anti-aliasing to string objects on Android. In my games, enabling smooth resizing compromises the intended atmosphere, so I had an engineer friend modify it so that anti-aliasing could be applied to strings even with smooth resizing turned off.

    There are certainly cases where anti-aliasing is desired on string objects without smooth resizing. This is necessary for several of my games that are about to be released. I hope that this can be made possible as a standard feature.

    can you share a small MFA, or better send me a link for this APK, but please explain where does the APO images come from, data elements, folder, external, data storage, internet, i am not sure also why you are having issues with string since nothing relevant, are them pure string?.

    I have prepared MFAs and verification videos that replicate the three issues for your review.

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    There is a significant delay in loading active pictures. The issue can be replicated simply by loading pictures added to the binary. When opening the app on BlueStacks, an error log stating 'detected problems with app native libraries' appears, and no pictures are displayed.

    Despite active picture resizing being enabled, the resize does not seem to be applied. After resizing a picture and loading it, the picture reverts back to its original size.

    As for the strings not being displayed in my app, it has been discovered that the flaw in r295 where the collision handling for string objects ignores layers is to blame.

    I hope these issues can be resolved promptly. Thank you for your assistance.

    There are critical issues with the Android app in r295.9.

    Starting from this month, in order to update apps on Google Play, it's mandatory to target API 33, so I've upgraded to r295.9.

    On my devices, SC-41A and C19Pro, the creation or updating of active pictures has become abnormally slow. Especially when switching to scenes that use a large number of active pictures, it takes more than 10 times longer than when I was on r294. I haven't been able to pinpoint the exact conditions yet, but there are some pictures where size adjustments aren't applied. Furthermore, in emulator environments like Bluestacks and Nox Player, active pictures are not displayed at all.

    There are also issues with the string objects; many string objects in my game have stopped displaying. Despite being displayed under the same conditions, some strings are shown while others are not. I had placed active objects as text tables below the strings and used collision detection to synchronize the display and operations, which leads me to believe that the collision detection might be broken.

    The extreme delay in creating or updating active pictures, combined with the strings and active pictures not displaying correctly, has caused my game to collapse entirely. Even though my testing environment is limited, I believe these issues would likely be present in many other environments as well. My game is ready to submit a patch containing significant bug fixes to Google Play. I am eager to update it urgently. However, I am in a tight spot because I can't proceed with the submission given these problems.

    I want to identify the cause and prepare a reproducible MFA, but due to work commitments, it will be challenging to allocate time for Fusion2.5 for the next four days. I'd appreciate assistance in investigating the anomalies with the active pictures and string objects.

    These issues were not present in r294.14. As a temporary measure, is it possible to revert the active pictures and string objects back to their state in r294.14 and only make them compatible with API 33? Your assistance would be greatly appreciated.

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    By only considering some value types, you can reach around 414 days. I will take this task for weekend to see if anything can be of a problem, of course i will appreciate it if you can add the extension list used in your app.

    Thank you for your assistance. The extension I am using is as shown in the image. screen_shot.mfx is something created by a Japanese Clicker for posting screenshots to Twitter.

    Following further investigation, suspicion has arisen that the patternization of random numbers may be a factor. Reports of abnormalities regarding loot acquisition from users include issues such as dropping equipment with the exact same performance despite having extremely high randomness in their status, or instances where the drop rate is extremely biased. Upon conducting a probability test, a regularity was discovered. This pattern appears to differ with each startup. While I was aware that the denominator cannot exceed 65535, I was not aware that there was a regularity. Could the seed value be the cause? If so, is it possible to change the seed value? Additionally, for some reason, in this test, 1/16384 is not counted even after conducting a million draws.

    The issue might not necessarily stem from long-duration gameplay itself, but rather the increased number of attempts through prolonged play could expose this pattern, potentially raising suspicions among users.

    I have uploaded the mfa to Google Drive, so I would appreciate it if you could check it.

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    Thank you in advance.

    In my game, players can engage in monster hunting even while inactive, which results in some users keeping the game running for extended periods. During this idle time, there is no frame movement, and players stay on a frame with around 10,000 lines of events for several to over ten hours. Subsequently, although minor processing lags are acknowledged, they do not seem to hinder gameplay significantly.

    I am using list objects to manage loot, which is saved in arrays. However, abnormalities in the acquisition process seem to emerge as more time elapses. Despite meticulous reviews of the related events, no flaws have been found, and in fact, no anomalies occur during tests of around 5-6 hours. Is it possible that keeping the game running on a single frame for long durations, like 10 hours, could be the cause of these abnormal processes? Unnecessary objects are being properly disposed of, and there is no issue of reaching the object count limit; the number of objects remains consistent regardless of the hours passed since launch. Given the minor processing lags, memory issues also seem unlikely.

    Would incorporating processes like periodically moving across other frames be necessary to ensure safety?

    The object is being updated; it will just take some time. At Chartboost, they did a deep update and changed almost everything in their code for the better, so this object will be new after it is fully converted and tested. Of course, we will maintain actions/conditions/expressions where possible.

    Thank you for your explanation. I appreciate your efforts in addressing the matter. I will await the updates.

    I was rejected in the Chartboost app review due to the reason "Chartboost SDK not found".

    Until the review is passed, we have muted both the ad requests and ad display events on the Fusion side to prevent test ads from being shown to users.

    In order to include the Chartboost SDK in the build, is it necessary to be in a state where even test ads can be displayed?

    I'm using Fusion version R294.14, and indeed, the ChartBoost.zip exists in the Android folder.

    Your guidance would be greatly appreciated.