Don't have an account yet? Then register once and completely free of charge and use our wide range of topics, features and great options. As a registered member on our site, you can use all functions to actively participate in community life. Write posts, open topics, upload your pictures, put your videos online, talk to other members and help us to constantly improve our project and grow together! So, what are you waiting for? Become a part of us today!
To get support for a technical issue such as installing the software, to query a purchase that you've made/would like to make, or anything other than using our software, please visit our Customer Service Desk:
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!
They do update and fix things. It's just slow because they try to fix as many things as possible before they update, because making an update is complicated.
Plus, to my knowledge, this bug can only occur when dealing with an object that uses the classic platform movement type, not the newer physics based platform movement or the Platform Movement Object.
This bug is also present in older builds such as Build 291.6 from 2018, so it's a pretty old issue that seems to have slipped under the radar. I guess people just don't use the classic platform movement type on HTML5 that much (or at all).
Based on your screenshot you are trying to use the HTML5 video object in the debug (Windows) runtime. That's just a placeholder because the HTML5 video object will only work on the HTML5 build type.
You can include a video file with your HTML5 application or game without needing any kind of remote link. The steps are as follows:
-Add the HTML5 video object to the frame. -Set the object's Video file URL property to resources/YourVideoFile.webm (replace YourVideoFile.webm with the name of your video file). -Change the build type to either HTML5 Development or HTML5 Final (the "Final" build type will be needed for any applications you actually release). -Build the application using "Build and Run". This should cause the application to automatically open in a browser window. -Go to the compiled application's folder and add your video file to the /resources sub-directory inside. -Reload the tab and test.
The video file in this example is a WEBM file, but MP4 files should work as well.
As a final note, the "Build and Run" option is required to test HTML5 applications locally since they cannot be run directly from the compiled game's HTML file. If you use Fusion's "Build and Run" option while targeting the HTML5 build type, then Fusion will start a local server on your computer that you can access through your browser. You can also just use the regular Build option, add the video file to the resources directory, and upload them to a remote server for testing if you have one and prefer that option.
thanks. But out of curiosity, how did you discover ""this.mp.MP_GRAVITY""? Also can you directly recommend making this change as it is a simple bug to fix but very important for the games?
I discovered it by hitting "F12" in my browser and looking at the console for JavaScript errors. It told me which line of which file was producing the error, and that's how I found the typo in the return statement. I did this with the "HTML5 Development" build type and the "Generate single source file" option in the HTML5 runtime settings disabled. This produced an un-obfuscated development build of the runtime split into different files, which made things easier to deal with. That build type can't be used for the release build of a game, but it does help with things like diagnosing issues.
I can recommend this fix since it simply fixes a typo that allows the preexisting code to work normally, it doesn't add any additional functionality or change how the runtime functions.
The reason everyone doesn't run into this issue on HTML5 appears to be because that return statement will not be triggered in that function unless the Movement type of the object it is dealing with is set to "Platform".
Thank you very much it works! I have a whole game with multiple events like that and yesterday I wasted the whole day with no success! Thanks again!
Will this bug be fixed in the next version of fusion2.5 or html5 exporter? Or will I have to remember to change this file if I have to reinstall the exporter?
In this regard I wanted to ask you a question. But when I update fusion2.5 dev, are my exporters also updated?
Happy to help, glad to hear you can continue working on your project!
I don't work for Clickteam so I can't promise the fix will get in the next build, but it seems likely since it is such a simple fix. Hopefully Fernando will see this and make the change on his end.
About installing Fusion updates. The update installer will indeed update all installed exporters along with the main program itself. As a note to that point, if you re-install the current build of Fusion you will have to remember to make this change again since it will be overwritten.
This bug appears to be caused by a typo in the Movements.js file, which results in the getGravity function incorrectly referencing a variable that it tries to return.
The function tries to return "this.mp.MP_GRAVITY", when it should be returning "this.MP_GRAVITY".
You can fix this yourself by going to the Data\Runtime\Html5 folder in your Fusion installation directory (typically C:\Program Files (x86)\Clickteam Fusion Developer 2.5\Data\Runtime\Html5 for non-Steam users), opening up the Movements.js file, and changing line 946 like so:
Please login to see this attachment.
Note: Make sure the editor you are using to make changes to the file is running with Administrator permissions or it will be unable to save the changes.
That tutorial was written for an old version of PHP and does not work with the newer version that your server is likely running.
I updated the example myself several months ago to use MySQLi calls instead of the now unsupported mysql_ function calls. As long as the MySQLi module is enabled on your server it should work fine with PHP 7 and up. The included PDF is the same, but the relevant changes and what you need to do because of them are mentioned in the included text file.
On the topic of error logs, those should be dumped into a log file that will be in the same directory as the .php file that had the error on your server. You should be able to see it by accessing your server with FTP.
Try using the updated php script I attached to this post, just remember to add all your information to it again before uploading it to your server. Also be sure to give the "update notes.txt" file a read since it documents the changes I made, which included adding a new variable field.
Not to mention this is also the wrong forum. This was posted to the Install Creator Language templates forum and not the Please login to see this link..
I am using joystick 2 object but i cant find the back 2 buttons on my xbox controller. , does anybody know which number the rt and lt buttons are in the joystick object?
kind regards
There doesn't seem to be any way to detect the RT and LT triggers with the Joystick 2 object, but you can do this with the XBOX Gamepad object.
There isn't a dedicated condition to check for the triggers, but you can use a "Compare two general values" condition to check the value of the left and right triggers by fetching their values (which can be from 0 to 100) under the "Triggers" section of the XBOX Gamepad object [Please login to see this link.].
How hard is it to translate mouse controls to touch controls if i were to buy the android exporter? You can see I went for a mobile-style scrolling system for the construction menu, and if it's as simple as replace "mouse" with "touch" or whatever you'd call it, then it might be worth doing.
Any left click mouse events you have should automatically work on mobile. It just looks for a touch instead of a click.
Press "My Application," and when the menu opens, add a "New Scheme." Press, Ok, and it should do it.
Okay, so it looks like I actually didn't need to create a new scheme. Once I clicked on "MyApplication", a menu popped up with the correct scheme targeted to "My Mac". The application built and ran after that.
Please login to see this attachment.
I am still having a problem with font embedding though. I made sure that I followed the steps you linked up to step 4, but it still does not work.
I have attached the MFA file that I used, the font file I am trying to embed, and the Xcode project I built for this test (using Build 295.10).
Can you check that you are pointing to a scheme? If not, please show us the screen of Xcode for more help.
Here is my Xcode screen. This is a fresh test project exported from Build 295.10 that demonstrates the problems I mentioned in my original post (can't build and run, run button greyed out, etc)
Were you building the project, or just the Box2D part, using the drop-down at the top of Xcode?
I don't think I'm only trying to build the Box2D part. I just opened the Xcode project and was unable to Build + Run it like I could with projects built in older versions like 293.10.
Now announcing the Fusionween 2024 game jam! You have from 12:00 AM EST on October 1st to 11:59 PM EST on October 30th to make a Halloween-themed game with Clickteam Fusion! Prizes are available for 1st, 2nd, and 3rd place!
1st Place gets $40 2nd Place gets $35 3rd Place gets $20
Thank you to fellow Clicker Luxen for the $50 donation to the total prize pool!
The details and rules on the jam are available on itch.io here: Please login to see this link.
Everyone is encouraged to join regardless if you're a newcomer or long time Fusion user!
Did you try the same steps for iOS as stated here Please login to see this link. until step 4 where you add them in the info.plist
Hi Fernando,
I tried those steps but it didn't work when I ran the project inside of Xcode. I used an Xcode project generated by Build 293.10 for this test.
When I tried to use an Xcode project generated by Build 295.10, I was unable to run the program inside of Xcode and the Run button was greyed out. Not sure why this is happening.
My test environment is this:
Mid 2011 21.5-inch iMac macOS High Sierra 10.13.6 Xcode Version 9.4.1
You have to check antialiasing, and this actually turns antialiasing off, resulting in sharp (non-antialiased) text. It's counter-intuitive, I know.
Please login to see this picture.
Pretty sure this trick only works on Direct3D 9 mode. It has no effect on Direct3D 11. Not to mention it doesn't work on any non-Windows platforms either.
That is a false positive. There is no virus, but some anti virus programs might say there is. Tek's solution should stop most of them. The "Unpacked EXE" option was added to prevent exactly this. In fact, in the next build (Build 296), this option will be enabled by default on new projects. The option will export a "Modules" sub-folder and .dat file bearing the same name as the EXE along with the EXE itself when you build your game. Just remember to ship these files with your EXE when you publish it or distribute it anywhere (basically everything shown in the attached screenshot). Without those files included, the game won't run.