I already had the AppData function turned off.
I turned on Include Extra Files in the application, but it still doesn't work.
Posts by DerPeniGot2001
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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Hello, I tried your method by extracting files from binaries, but it doesn't work. Well, it works, but only on my PC (I made an .exe, deleted all .ini files and ran the game). Could the problem be that I leave the names of the binaries with their paths in Explorer?
(1 event - extracting a binary file. 2 event - setting the ini file to BinFileTempName$)
Please login to see this attachment.Please login to see this attachment.
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Hello, is there any way I can load .txt or .ini files from binaries to INI? I have a project that uses +50 .ini files and I need this feature, otherwise players will be able to change game data.
I tried to load .ini and .txt from binaries, but it didn't work.
I also heard that binaries don't work if you load them on C drive and the player plays from D drive. Is that true? -
Thanks for the answer, this method helped me!
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I use the debugger very often.
30 minutes ago I was working on my project and suddenly discovered that the debugger does not have 3 buttons at the bottom and makes the game lag (in an empty application 10 fps).
I tried to restart the computer - did not help.Please login to see this attachment.
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Hello everyone, I have a problem.
I am creating a game with pixel graphics, but all fonts except System and SmallFont are blurry.
How to fix the problem?
P.S. I have already changed Direct 9 and 11, it did not help
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Hello, I have found a problem that I can't solve.
In my game I use a sub-application, however, after the player exits the sub-application, all the fonts are broken (or to be more precise, their size increases several times).
Is there any way to solve this problem? -
Deselect "use fine detection" to fix it.
Then there will be another bug
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In my game there is a cutscene and the gameplay that this cutscene leads to.
So, in the cutscene, you can just wait and go to the gameplay, or hold down the screen, skip the cutscene and go to the gameplay.
In general, if you skip a cutscene by holding the screen, the game crashes. But if you wait, then everything is ok. Please fix this, this problem is very annoying. -
In this mfa you can see that laser collides correctly only when his angle equals 0
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Add a function to activate/deactivate event groups via expressions(comparing expressions and group names).
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Can you make it possible to use .anm files on android and export them as files in the game itself to use as a normal .anm file later?
It would be very good for the skinning system in the game -
make it possible to check the text object so that collisions with the text are relative to the printed text, and not along the text object frames
This would be useful for my project as it has different languages and hovering over the text highlights it -
add a function to the text object to allow the text to extend beyond the bounds of the text object.
This would be very helpful as I wouldn't have to make the text object's borders bigger for the entire scene. -
If you create one object and in the "event editor" of this active object, the image is loaded via "Animation->Load frame" into frame 1, then if you create a copy of the object via "create object" and load another picture into it in the same frame, then both objects will have the same picture.
I want to be able to load a picture into the same object frames, and have that picture only apply to one instance of the object, not all.
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Feature request: Automatic creation of frames in the active object.
If in the "event editor" of any active object an image is loaded via "Animation->Load Frame" into a frame that is not in the active object itself, it will create it. This will be useful for games that use a skinned system.
At the moment, in order, for example, to load an image into frame 2 and everything works, it is necessary that this frame already exists in the most active object. I have skins in the game where you can make your own number of animation frames, if, for example, a player wants to make 200 frames for the running animation, then I will have to create 200 animation frames or more in the object itself.
It will be useful if you make it so that when importing images to a frame that is not in the active object, it will be created and the image would work.
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Add an official function to change the name of the game during its launch and so that this applies to all frames until the end of the application launch
I know there is a "Window Control" extension, but it doesn't work when transitioning from scene to scene. As a result, it turns out that during the transitions the name of the game flashes -
add the ability to create more than one action point on sprites
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Add achievements like in gamemaker.
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Ability to duplicate an object through events. The duplicate object will have the same animation, frame, variable values, speed, etc.
(like a Diplopia in Isaac)