Posts by soomeeon

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.

    News about factors influencing Android Apps :

    Please login to see this link.

    The only change I know is the June 29th information in the linked blog.

    'Over the last year, we've been enhancing our search and discovery algorithms' consideration of app quality and user engagement. This means that apps and games that have high retention rates, low crash rates, low uninstalls, and many other factors, are recommended more often.'

    Some individual developers in Korea are talking this change seriously.
    Some types of games are said to be seriously impacted by player accessibility after this change.

    It may not exactly match your situation, but I will tell you my experience.

    1. Go to the Admob homepage and sign up and follow the necessary procedures.
    2. Create a game in CF2.5 and have Admob banner implemented.
    3. Admob ID uses the test version ID once.
    (Please login to see this link.)

    -> It works well.

    4. Replace the Admob ID with a unique ID provided on the Admob homepage instead of the test ID.

    -> It does not work well (especially the banner may appear intermittently at first, but not at all over time)
    I can not remember well for Android, but IOS was definitely not working.

    5. Release the game as it is.
    6. It takes about 2 ~ 7 days to search for 'already released game' on Admob homepage.
    7. If you are able to search for 'already released games' on the Admob homepage, register the game.

    -> It works well (especially the banner is visible).

    I do not know your details, but at least in my game I've used both transparent images png's & gifs. (I wanted to test them because it was my first game.) And I checked that it works on PC(CF2.5), IOS and Android as well.

    Please login to see this link.

    Moving Land: PNG (transparent alpha)
    Characters, Items: GIF (transparent 1color)

    I do not know your details(I can not be sure that I understood your intentions precisely because of my English ability limitations.), but at least in my game I've used both transparent images png's & gifs. (I wanted to test them because it was my first game.) And I checked that it works well on PC, IOS and Android as well.

    Please login to see this media element.

    Moving Land: PNG (transparent alpha)
    Characters, Items: GIF (transparent 1color)

    Please login to see this media element.

    There have been a lot of things going on over the lengthy iTunes review process, but finally I was able to release all four versions!

    Dungeon of Minos - movable maze

    App store :
    Please login to see this link.

    App store(No ADS) :
    Please login to see this link.

    google playstore :
    Please login to see this link.

    google playstore(NoADS) :
    Please login to see this link.


    The game is a puzzle game where you must collect items while avoiding minotaurs and go to the top.

    The rules are simple, but because the adventurer and minotaurs move in a certain pattern, it is important to identify the pattern and guide it in the right way.

    Please login to see this attachment.

    Please login to see this media element.

    If you use additive blending, it is more stable to use a black blend image without alpha values. (which was my experience, but it was a great help when porting games to IOS and Android)

    In additive blending, 100% black appears 100% transparent. The more the distance from black is, the more the opacity is revealed. If you are familiar with this graphical representation, you can use the function more reliably.

    Please login to see this media element.

    I need help - I'm hard to talk english because I'm korean.

    Above all, I don't sure that my english grammar or nuance.

    in my promotional video, I'm find wrong english(exploer) and I will upload modified promotional video.

    other promotional english is natural, or a well-matched english?
    If you find improvement suggestion, I need your help.

    if you need sync values(all frame) of 'WEAPON SELECT' active, I know 2 way

    1. save values to array, and load

    2. may you want to jump 4frame~20frame(storyboard controls),
    a. check [GLOBAL OBJECT] of 'WEAPON SELECT' active
    b. add 'WEAPON SELECT' active to all of jumping frame(4frame~20frame)
    c. check [Create at start] of 'WEAPON SELECT' active, and never destroy(or more create) 'WEAPON SELECT' active
    > You can use values of 'WEAPON SELECT' active as global values.

    1. 361 objetcts, 50% of the them visible visible at the same time, with non smooth 52-60 fps
    2. 160 visible in the game screen, of course here 60 fps.
    3. I believe you doesn't have backdrops and actives outside frame
    3.1. Where scrolling? Scrolling causes more perfomance issues because engine must redraw screen between frames

    here small references, how many tiles, objects you CAN"T GET in android runtime. So i think there is BAD perfomance.

    Please login to see this attachment.

    3. you can believe, in my screenshot image, near all(-2) active of 361 objetcts. (because 1 active & 1 counter in 1 button.)
    = some actives is outside frame(option, cash shop button, stone door...)

    3. Where scrolling? center display scroll & orange color tile active scroll. you want this answer?

    I'm played Catbird in Galaxy Note II. basically smooth&playable but unsmooth in 2side scroll timing.(seems under 30fps for an instant.) OK in your phone?

    CF2.5 got non smooth 52-60 fps or Microstuttering. I think, it can only fix in CF 3.0.(can't fix in CF2.5 because engine is from old-ones.)
    but OK. at least me, it's usable level in 1280 x 720 resolution android game.
    (exclude online game or accurate replay system. because only I don't try, don't know yet. )

    I think, comparing CTF2.5 with (Defold, Godot, GMS2 etc.) is unfair because that engine need programming or script.
    Unity can use playmaker, but playmaker can use 359 objects? I don't know.