Posts by Qualms

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.

    If anyone googles this in the future, this was the solution. Replace the existing canvas div in index.html with this:

    Quote

    <div style="display: flex; -webkit-user-select: none; text-align: center; align-items: center; justify-content: center; height: 100vh;">
    <canvas id="MMFCanvas" width="640" height="480">
    Your browser does not support Canvas.
    </canvas>
    </div>

    Hello! I recently punished Please login to see this link. to itch.io and it's working great. However, I can't for the life of me get the canvas to align vertically in portrait fullscreen mode (such as a mobile device).

    My most successful attempt so far is this, which does align it correctly:

    body {
    margin: 0;
    padding: 0;
    position: absolute;
    top: 50%;
    left: 50%;
    -ms-transform: translate(-50%, -50%);
    transform: translate(-50%, -50%);
    }

    ... but it displaces the mouse/touch so the top-left becomes x0,y0, instead of starting at the canvas, thus rendering my buttons unclickable (unless you click several pixels above the button).

    Not sure if this is a HTML5 or Fusion issue but I thought I'd ask here. Any ideas?

    I wish ASBs were as fast or at least close to the performance of normal strings, but they are way slower in my testings (maybe because they are constructed of multiple objects, kinda like a nineslice), which can be noticeable in a project where a lot of text can be displayed at once.

    Also, you can't use Effects on them, which can be very limiting, which is actually my main gripe with it, but other than that it's much better than strings yeah, it has more options, and you can actually change the size of the bounding box at runtime, which alone gives it much greater advantage over strings.

    I'm honestly thinking of making a text bitter engine that works with normal string objects. (not just active characters) so I get advantages of things like line padding, sub string coloring, size, font...etc ofc that's not as easy as it may sound as you wouldn't really create a string for each character (that would kill performance and generally very inefficient) so a much advanced text formatting system is needed here, and to make sure it works on all runtimes is even harder.

    If you could do something like that, that would be incredible. Fusion devs would thank you for many years!

    I really like how the HTML5 Graphic Font object works, in that it replaces strings with a bitmap font on runtime, I wish there were something like that for Windows.

    Also, I never thought of using ASB's like that. D'oh. I tried it and it's pretty good.

    I bought the HTML5 export module a while back and was excited to finally try it out. Unfortunately, I can't get it to scale up low res games correctly.

    I made an image of my various efforts here: Please login to see this link.

    I'd rather not design the game at a higher resolution with doubled-up sprites; not only would the pixels would not align correctly, but I tried this at higher resolutions and found the same issue. I'd also like to upload games to Itch.io so modifying the iframe is out of the question.

    Some of the issues were brought up in this thread but unfortunately weren't answered:
    Please login to see this link.

    Does anyone have any suggestions?

    Hey!

    You may find my blitting engine useful. It uses a handful of objects to provide a pretty flexible blitting system. It should be compatible across all platforms, but I haven't tested on mobile TBH. The MFA is pretty well documented throughout. It supports fixed width and variable width fonts with only minor changes (notes in the MFA show you exactly what to change).

    Please login to see this link.

    Oh wow, the example provided is indeed very powerful, perfect even. It's a lot to unpack, looks intimidating, but I'll give it a good read.

    Is it possible to insert this widget into existing applications? Or is it very dependent on those global values?

    Hi! I've disliked the default String Object for a long time: you can't customise it much and you can't even disable antialiasing in most exporters. I've always avoided it when possible.

    For pixel style games, I've always gotten by with the Text Blitter extension. However, even that is quite limited (monospace and windows only.)

    I know there are examples where people make their own blitting objects but this seems very time consuming and resource-heavy, especially if you're making a game with a lot of dynamic text on-screen.

    Basically I just want to know what's the most popular method to use right now. Surely there has to be something better than the default String Object?

    Hi, I've created a pixel font that I was hoping to turn into a TTF font so it would work with the String Object.

    I know this isn't really a Fusion matter but I really have no idea where to start.

    I used to use the Text Blitter object and was pretty happy with that - but it's not supported by every exporter.

    Likewise, blitting active objects is proving a chore because of how many strings I have on the screen at once.

    If anyone has any advice, I'd really appreciate it. The font I made is here below:

    Please login to see this attachment.

    Heya! I've never posted a finished game before so this is pretty exciting.

    I started making games full-time recently. It's not been a very good year for jobs so I've found other ways to keep busy. :)

    This one's a simple free game with ads. I'd be super grateful for any support or feedback, so please check it out!

    Please login to see this link.

    Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.

    I've had a little problem since the Android exporter updated.

    This is how the strings in my game normally look:

    Please login to see this attachment.

    And after leaving the app and going back in...

    Please login to see this attachment.

    Anyone have any idea why this is happening? Besides the update, the only thing I did was remove the NDK (which the exporter has a problem with now.)