For me the link works on windows (edge and firefox), i can see the skateboarder hehe
Posts by Manuel
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.
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.
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Linky but better do it like; A collides with B - stop A and stop B, because otherwise it will give problem with duplicates, will only work on the first object and all dublictes will ignore collision for whatever reasen. Also never use backdrop object or physics ground object because the object scoping is not working correct with them, use only actives for everything physics related.
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Linky
Physics movement works like this; A collides with B - stop B = A will stop.
Non physics movement; A collides with B - stop A = A will stop. -
rrodg84 Project path is the location on your computer where your project should be exported. Make an empty folder on your desktop, than click browse and select it. (example; C:\Users\Me\Desktop\NewFolder)
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I think i know already what is the issue, but i dont know how to fully solve it. Basically the exporter has a check for "window.devicePixelRatio" missing so it does not know what going on.
If i add code like this
document.getElementById('MMFCanvas').style.width = 1080 + "px";
document.getElementById('MMFCanvas').style.height = 1920 + "px";document.getElementById('MMFCanvas').width = Math.floor(1080 * window.devicePixelRatio);
document.getElementById('MMFCanvas').height = Math.floor(1920 * window.devicePixelRatio);this._context.scale(sx * window.devicePixelRatio, sy * window.devicePixelRatio);
to the setScale function in StandartRenderer.js than it works good at 100% browser scale and above, it always stays sharp and crisp, below 100% does not work shrinks the canvas.
If somebody knows more about canvas scaling help me please lol X)
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If they would have given html5 from the beginning, even only html5, than we could at least port to all other platforms ourself (electron, cordova, capacitor, ...).
This irrlicht engine ... complete nonsense ... most of the issues in firefly are not even because firefly but of this outdated rendering engine, it killed the product literally. Just imagine they would have taken something like three.js and made a nice html5 exporter. That would have blown away in sales, nice pbr-rendering/shaders, good physics, modern file formats and fusion event system, THE DREAM! -
I can also say its getting completly out of control in window defender with exe files. Existing projects that where find before, even empty new projects always trigger heavy warnings like this - Trojan:Win32/Wacatac.D8!ml, Trojan:Win32/Fuery.C!cl ...
Thats the reason why most engines give you NOT a single exe file, than you would at least have some controll over it as dev how to pack/distribute it...
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Hello [MENTION=5114]Yves[/MENTION], you had already time to look into this issue?
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As the titel says, long tap in IOS Safari always triggers taptic engine vibration.
Normaly it happens if you long tap text or images for copy/paste, safari sees whole fusion game as text?!
Anybody knows how to deactivate it? -
Hello, could we have clear info whats planned for html5? Will this exporter now get modernization or not?
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Please login to see this link.
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Ok thx thats a good solution
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Hello, there is an issue when setting a float variable in html5, in windows android it works good why?
Just look at the scale of the line in html5 you see what i mean, does not scale correct.
if you divide the scale not by variable (varLineLength) but instead by 32.0 in the event itself then it works?!
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I think this issue should be solved by the designer of this exporter not by the enduser.
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In discord html5 i also see somebody complained about it recently.
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[MENTION=5114]Yves[/MENTION] there is a way to fix this?, so when fullscreen (resize display to fill windows size & fit inside black bars) the games sharpness is not depending on browser or OS zoom!?, because this issue is really bad. For example on mobile this is also there and you cannot even change zoom on this devices as average person. Other html5 frameworks also dont have this kind of issue, in fullscreen i zoom from 30 to 300 percent and still smooth sharp graphic in phaser.js for example.
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[MENTION=5114]Yves[/MENTION] Thanks the cursor really works now wohoo
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Yep sorry for hijacking this thread, was not such good idea XD
And thanks for looking into it.
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I say this because loadImage is mentioned here in setCursor, Please login to see this link.
Here is also another thread where they say something about setSystemCursor, Please login to see this link.
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[MENTION=5114]Yves[/MENTION], i dont want to scale something i just want use bigger images, they show up but there is a mask on it 32x32 and i cannot see more.
But have you seen this Please login to see this link.
it says paragraph like this for cx (and cy):
The width, in pixels, of the icon or cursor. If this parameter is zero and the fuLoad parameter is LR_DEFAULTSIZE, the function uses the SM_CXICON or SM_CXCURSOR system metric value to set the width. If this parameter is zero and LR_DEFAULTSIZE is not used, the function uses the actual resource width.
So what they mean with resource width/height? Must be the picture size?, so maybe there is a way with this.