Posts by shaku88

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.

    Hello,
    My first project will be moved from mobile to Steam I've hope (I already moved 2 other projects successfully)
    If You wanna be a part please support me on kickstarter, 1$ is enough
    You can also promote Your brand as my partner and put Your logo in my game
    Please login to see this link.
    My feature projects You can find here:
    Please login to see this link.
    BR

    Hi,

    Is there any limitation of keystore password in Fusion?
    I've got an app developed in other sofware and I want to move this project to fusion
    I made a blank app and try to sign it with my keystore file and each time I received an error:

    > com.android.ide.common.signing.KeytoolException: Failed to read key idlesim from store ".......\true_key_copy_paste.keystore": Keystore was tampered with, or password was incorrect

    So I tried to create a keystore two more times - same error
    When I made a simplier password ('xxxxxx') applicaiton was build correctly (all other data in keystore was exactly the same)

    I tried to enter a password and copy paste them dozens times on each file, even I write a bot which enter password for me, to be 100% sure the password entered is good

    Did You know where is the limit?? Is it possible to fix this bug in one of future release?

    Don't use this mode. Use Same name and type mode instead. I discovered this myself the hard way just Please login to see this link.. Unfortunately, this won't help with your current problem. I checked, and neither mode results in the frame being loaded on the second frame. I'm quite curious about why this happens myself, actually. :o

    Why You dont use Identical Objects? In most cases I want the same graphic and properties in all frames...


    It works much worse than I thought
    To load image from file You have to use option "Create at start" !
    If You don't check it, then You have to load image from file after each object creation!

    So if I want to load Bullet from file, and Bullet shouldn't exist on start, I have to load graphic from file after each shoot :D
    or
    create bullet on start, load image from file and destroy bullet :D
    Sounds crazy!

    However even "crete at start" do not work across frames. If You create at start object at Frame1, image loded from file will be reseted to default on Frame2 :/ I checked all options "do not reset current frame...", "load on call", both global types, "create at start", nothing help

    Hi,

    I created the global object used on multiple frame.
    This object have got heavy weight graphic and I want to load this graphic from file (In total I've got 200MB exe file and I want to make them smaller).
    So I made 100% black object in ClickTeam, and on first frame I load frame from file (animation -> load frame).
    Unfortunately when I change frame, my picture is black again.
    Is it possible to load graphic from file to global object only one on the beginning and keep them in memory?
    I can load object before each frame but I prefer single loading frame if possible. Loading the same image after each frame change sounds very bad.
    I used active object, global - identical object, and physics, do not create on start (however I tried with create on start to).

    It should work looking for this topic, however it doesn't and I've got no idea why
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    Best Regards

    Hi,

    I found a bug but bugbox doesn't work, so I notice it here

    If You crate an object (for example shoot ammo) using Launch an object, then this bullet do not collide with static object (for example box)
    Static I mean normal basic static movement, do not physic - static
    Bullet can be bouncy ball or any physic movement - dont matter
    Bullet do not collide with static object.
    If You change Box movement to any other, even physic static - then collision will be detect
    If You crate Bullet in other way, for example create object - then collision will be detect

    Best Regards

    Hi,

    I'm surprised because after rebuiild my game I saw an error:

    Cannot load Steamworks.mfx. This object might need an external program or library not yet installed.

    It have never seen them before. My game was checked by Steam, and Steam support do not find any bugs.
    Today I made few 'small' changes in alterable texts and this error occured.
    If i copy steam_api.dll to exe path, then my game run without steamworks.mfx !

    However, before I made an update and ruined my project I want to understand, why it happens
    Why this file wasnt necessary in previous build? Should I really include steam_api.dll and steamworks.mfx to game path?

    BR

    It still working for me, my games correctly use the fonts i've packed.
    I've tried to use a new font and it ads it to the app.

    it can be because of your font, i know that if you don't install your font for ALL USERS it can bug.
    I've also got a bug like the font name in windows got a "2" at the end of its filename while in CF it got the correct filename. (It happened when i've tried to uninstall a font to make some tests and reinstall it).


    There is something wrong with this specific font, I change to other one and works fine...

    BTW we're in Android Export forum ;)

    Hi all,

    Did You know why objects missing default values?

    I've got an object with a default value A = 5.
    Object is not created on start of frame and I create this object on demand.
    After create, object value A is 0, so newly created object miss all default values from design view
    Android build do not miss default values, it happens on Windows only

    If I checked create object on frame start and pause game, than I can see this value but I lost them on pause end

    This value is 100% constant, I've got no events changing this value
    I also deactivate all events, keep only counter and pause and I still miss default value on the end of pause

    Hi,

    I'm trying to remake my app from between Andoid and PC and I found multiple thinks working in different way on this platforms.
    I suppose it should be easy to make cross-platform project and only change compilation method but it is impossible.

    1. Resolution:
    Android: auto fit to screen
    Windows: Resize display to fit window size must be checked

    2. Physics
    Bouncing ball movement - decceleration = 0
    Android - Decceleration auto change to 1, 0 is unsupported
    Windows - 0 is 0
    it make a really huge difference and it is realy hard to trace. Probalby other values make the same issue with 0

    3. Event order
    I'm loading multiple values in one of first lines
    In next line, I make an operation on this loaded data
    Android - load all values, and after that do next line
    Windows - load one value, do job from next event, load second value
    The difference probably is: in Android I used QuickSave and it work synhronous, but on Windows I used asynhronous Steamwork

    4. Object values (not solved yet)
    I've got an object with a value A = 5.
    Object is not created on start of frame.
    I create this object on demand.
    Android - After create, object value A is 5, so newly created object keep parameters from design
    Windows - After create, object value A is 0, so newly created object miss all default values from design view

    5. Buttons (not solved yet)
    Android - looks good, but I had some problems with tap event (solved by Fernando)
    Windows - graphics looks ****ty ;] Graphic are totally broken and I'm unable to describe that, each graphic are broken in different way

    ...

    Thank You so much for Your answear. It open my eyes :)

    Currently I'm trying to remake from Android to PC version, but Steam integration was easy like a pie
    The real nightmare is that everything works different on PC than on mobile!!!! This is absolutely inpossible to create single cross-platform project!!!!
    Physics works different
    Order event could be different
    Object values works different
    I think it was a mistake, I should re-write my game to normal programming language, it could be faster then tests, bug trace, and discover everything one more time


    ...

    I will remember that. Could You tell me more about Your experience? Here or in Private.
    100$ is returned if game earn 1000$... is it easy? Steam promotion give You something?
    Did You make Arcane Golf only?

    Hi all,

    I want to ask You for opinion. I've got 3 android games (500-1000 installs) and I think about remake them to Steam.
    PC gamers have got much higher requirements, but in other hand I saw so much worst games than mine on Steam...
    So, I'm not sure, steam upload is quite expencive. Have You got any Steam experience? Which game should pass Steam Direct, or which fail?
    What do You think, is it any sense to do that with one of those projects? Which one? which not?

    my favourite and the longest time before un-install:
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    most engaded players (surprise for me):
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    the most complex:
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    I will be gratefull for any comments from anyone :)

    What version of Clickteam Fusion is your game built with? Is it before or after the Gradle update? Could you make a screenshot of the screen where it shows how many crashes you have in a week for each of the crashes? I'm curious to see if it looks similar to mine:

    Please login to see this attachment.

    Oh, You've got much more players ^^ what is Your game?
    Actual version updated from Steam (as You), but I'm not sure which version was used to build this apk
    I think it starts after Gradle update
    Here, You've got two screens:
    Please login to see this attachment.
    Please login to see this attachment.


    can you show me the one related to kcButton, also explain me if you are using bitmap button or regular button


    I have tested inapp extension a lot not sure why this is happening, but I have been made some changes for this object, I will have it available next week for an internal test

    I'm not sure, what do You need exactly... And I'm not sure when this errors happens, on my devices all works perfect, I've never seen an error.
    Purchase Button is a String :) user click left button on String Object

    I realised that is not Touch issue, so I'm so sorry for mistake
    It happened olso on even Click Left Button On Object... (currently it's not possible to add click on this type of object)
    But... Currently I can not do the same on the new project!
    I made an mfa but after build apk i doesnt happened so I've got no idea what is the difference.
    Currently application stop responding after click...
    But in my normal app I solved it by adding pictures only... I do not understand...
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    damn, I found one more bug, it is also in previous multi touch version
    I make an event:
    a new touch on object hest started
    or
    touch is active on an object
    every xx miliseconds
    and if this object is a button, then application close immediately after tap

    Edit:
    But I've got good news: it happens if pressed picture is empty (100% )

    this problem get more complicate now with android 9, it is good practices not to ask for them at the same time.

    you can simply avoid this kind of issue asking for an Ad when the user is authenticated or not.

    BTW you are asking for ads when a touch start always in this type of action ask when you release or end it is better.

    Yeap each android update is a challange for developers ;)

    I can ask for ad on authenticated is true, but the problem is when authentication is failed.
    X is player authenticated is calling always first before login UI
    After that UI appear
    and if GPG is installed but user do not log in, then On Login Failed and On Error no happens. He can close an UI and I do not know about that
    I'm not sure what is In-Box UI closed because I never received this event, but this sounds like somethink what I need :)
    I'm testing it currently and I've got a log with events order to investigate how it exactly works :)

    Thanks for BTW advice i will improve that