Posts by mugimiso

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.
    Your problem may be the same as mine.

    mugimiso
    August 2, 2024 at 4:22 PM

    Mr. Fernando has given me a solution.
    Why don't you give it a try?

    There is a problem with iOS simulators when running some OpenGL commands; for you to know, using simulator version 17.2 for iPhone 15 pro seems ok, but 17.4 or 17.5 fails. here are more details of what is happening to you

    Please login to see this link.

    Thanks for the information!
    By changing the simulator version to 17.2, the problem is no longer present.

    Regarding the problem I encountered, someone in Discord tried it under the same conditions.
    This problem did not occur in his environment.
    I received the xcode project file he created and tried it in my environment, but a problem occurred.

    The only difference between his environment and mine is whether or not we have a mac mini 2023.
    The cf2.5 version, xcode version, and macos version were the same.
    Has anyone confirmed that it works on a macmini 2023?
    Or is the cause elsewhere?:/

    Hi,
    I'm trying to create an ios app.
    However, I am having an issue where an error occurs in the xcode emulator.

    As a test, I created a project with the following content:
    ・1 frame
    ・Only one active object was placed.
    The active object uses the image that is already included.
    No images I own are used.

    I take the project I created and transfer it to my mac and open it in xcode.
    I ran "start the active scheme".
    The build was successful.
    But on the simulator I get an error.
    (Error screen will be uploaded)
    I haven't changed any settings in xcode.

    I run "Stop the running scheme or application".
    Next, run the app in question from the simulator screen.
    Then I get the message "The program terminated unexpectedly."
     Exception Type :EXC_BAD_ACCESS(SIGBUS)
     Exception SubType:KERN_PROTECTION_FAILURE
    This is part of the message provided.
    If you need any other information I can let you know.
    When I looked up the error EXC_BAD_ACCESS (SIGBUS) on the Internet,
    I found that it occurs when trying to write to read-only memory.

    I tried creating a different project.
    One frame and one active object.
    Up to this point, it's the same.
    Uncheck create at start for active objects.
    This will result in a project that has no objects at all at run time.
    In this case, the above error will not occur.

    My execution environment
     macmini 2023(Apple M2)
     xcode 15.4
     macos Sonoma14.6
     clickteamFusion2.5+ developer (Build R295 10)

    would be happy to learn how to solve the problem.Please login to see this attachment.

    Hello.
    I tried to submit my android app on GooglePlayConsole.
    But it did not work.

    The target application is one that is already available in the store.
    This update is for that.

    Apps published in the store are created with apk.

    The build was performed with the following settings.
    API 33
    Android target 13
    Minimum Android version 5

    When I upload the apk I created to GooglePlayConsole, I get the following warning message.

    This app is published as an APK with TV support.
     That is, it belongs to one of the main activity's intent filters
     <category android:name="android.intent.category.LEANBACK_LAUNCHER"/>
     is included in the app.
     It should be published as an App Bundle instead.
     
      *This is a machine translation of the warning text displayed in Japanese.

    I believe this is the reason why the application is not successful.
    I do not use the TV feature.

    In a discord to exchange information about CF2.5, someone made the following suggestion.
     In RuntimeAndroid.zip
     RuntimeAndroid\app\src\main\AndroidManifest.xml
     <category android:name="android.intent.category.LEANBACK_LAUNCHER"/>
     I think we can remove this text.
     
     Is this valid?

    If I create it with aab instead of apk, this problem might be solved.
    In any case, any workaround for this problem would be appreciated.

    I could build!
    I have also added the following framework

    "AdSupport.framework"
    "AppTrackingTransparency.framework"

    And the following operations were also required

    ・Right-click on Custom iOS Target Properties in the Info tab of XCode's Project Properties.
    ・Select Add Row and add the following two rows

    – GADIsAdManagerApp → Boolean → Yes
    – GADApplicationIdentifier → String →ca-app-pub-XXXXXXX~XXXXXXXX (App ID)

    thanks!

    Can you check what version is written in your CRunAdMob.m

    //This version need Admob ios SDK 8.5+

    Are you referring to this sentence on line 9?
    What does "+" mean?
    8.5 or later, you mean?

    However, I still cannot build with 9.4.0.
    I am following the HELP content.
    (If I'm not mistaken!)
    Is the build still successful with 9.4.0 there?

    AdMob release changes normally, but inside the code you will find which version the update was done. You still can use any of the new SDK above the mention in the code, notice that the needed framework may differ from previous version, but in overall the steps are as mentioned in the help.

    I asked another person about this issue.
    The person is a cf2.5 user.
    The person tried the build.
    As a result, he said that if the version of admob was 8.12, he could build, but
    9.4.0 could not be built.

    Is the build process different between these two versions?
    Are they the same?

    you need to install the AdMob iOS SDK 8.50+, please follow the steps provide in help

    Thanks for the comment!

    The latest version of the AdMob iOS SDK is 9.4.0.
    I don't think earlier versions are available for download.

    Builds with SDK versions from 2 years ago have been successful.
    Does HELP mean this screen?
    Please login to see this attachment.
    I thought the HELP content had not changed since then.
    Am I missing something?

    I can't build with Xcode and I get an error.
    I think the error is related to admob.
    I will paste the error message.

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

    I have attempted to correct the error on the first piece.
    It seemed like it could have been done.
    However, a subsequent build showed a second error.

    I would imagine.
    I suspect it has something to do with the update that admob did last November 17.

    Please login to see this link.

    Do you have a solution?

    [MENTION=6268]Fernando[/MENTION]

    I consulted with other Japanese developers at Discode.
    There were people who experienced crashes as well.

    In addition, the simulator on Windows seems to be working fine.
    Also, I'm checking that the source I created was working fine before.
    (It is September 2018)

    I can prepare a capture of the behavior on Windows and the behavior on the iphone.
    And I can also pull out only the billing part and pass the source.

    Do you want to see it?
    In that case, I would like to give them to the clickteam only.

    Hello,
    A crash occurred in the ios Store object.

    ・Confirmed by the actual device.
    ・I'm not signed in to the Apple Store.
    ・Billing process is launched in-game.
    ・The sign-in dialog appeared.
    ・Tap Cancel
    ・Crash.
    ・The log has the following display:
     [CExtension isPaused]: unrecognized selector sent to instance ***********

    [MENTION=6268]Fernando[/MENTION]
    Is it possible to investigate this matter?

    I am Japanese.
    I will use translation software.
    Therefore, I may have created a strange sentence.
    In that case, I will rewrite the text.

    Simply put,
    The ios store object is not working properly.
    I think so.

    Hello,
    I am using ios store object.
    The billing process created one year ago stopped working properly.
    I think it worked a year ago.

    I am trying the following on the ios device.

    I pressed cancel in the ios billing dialog. However, "On payment canceled" conditions do not become true.
    I completed the payment in the ios billing dialog. However, "On payment purchased" conditions do not become true.

    When a "On request response" action is performed, the condition for "On request response" is true.
    When a "On payment restored" action is performed, the condition for "On payment restored" is true.
    These two are correct behaviors.

    When playing the loop BGM, if the ios billing dialog appears, the BGM will stop.
    This is normal behavior.
    However, after that, even if the billing dialog disappears, BGM will not play again.
    I think it used to be played again.
    (If my memory is correct!)
    In this state, press the home button to go to the home screen.
    Immediately after that, launch the app again.
    Then BGM is played again.

    In recent versions, there are rumors that Apple has changed billing specifications.
    Is this relevant?
    Please login to see this link.
    Please login to see this link.

    I confirmed in the following operating environment.

    iphone6Plus ios12.4.2
    macos 10.14.6
    cf2.5+ R292.14

    I use a test flight.
    I did a billing test with a sandbox account.