Minor Update: Added an action to set the masking mode. (Off/On/Alpha)
Posts by LIJI
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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Colorizer 1.5 is an update to the old 1.0 Colorizer available in LIJI's Bonus Pack, requested by Alonso. It is 100% compatible with the old version.
Note: The original colorizer was release in 2006, before HWA was available. HWA is faster and more powerful than Colorizer. This update is targeted for older projects which can't switch to HWA, and require Colorizer 1.5's enhanced speed and new functionalities. For new projects, use HWA instead of Colorizer if possible.
New features:
- Colorizer now supports an alpha channel. In the frame editor, select Colorizer and mark "Use Mask as an Alpha Channel". The alpha channel is a multi-channel: It uses separate values for all 3 RGB values; i.e. red pixels only affect the red channel, blue pixels only affect the blue channel.
- Colorizer is now a lot more faster. In comparison to v1.0: Without mask, it's 1.7x faster. With a mask, it's 2.15x faster. Colorizer's new alpha mode is even faster than Colorizer 1.0's unmasked mode.
- It's now possible to load mask from a Surface object, in addition to loading from Overlay.
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1. What do you mean by not accurate? It would be nice if the runtime worked around this limitation to ease porting from different runtimes, i.e. having a built in runtime array of the frequency of each channel, updating it whenever a sample starts or the frequency actions are used, and implement the get frequency expressions using this array.
2. Thanks.
3. Too bad. =/ -
From experiments I've had it appears that MMF2 does resample my .wav files (After using the set frequency action, the result in the iOS emulator/device differs from the Windows runtime), and it also appears to be a non-standard frequency. (Neither 44100Hz, 22050Hz nor 11025Hz)
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Torrents are commonly used for open source projects to save bandwidth and increase speed. Also, I recently had to download a big file from Apple, and the download was so slow I had to revert to an unofficial mirrored torrent, which downloaded at 3.5MB/s.
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While developing an application that uses advanced sound techniques, I've noticed several problems:
- The get channel/sample frequency expression is not supported despite the fact all actions related to frequency are supported
- It's impossible to play the same sample at two or more different channels at the same. The only workaround I've got to work outside of the standard Windows runtime is to use a different clone of the sample for each channel, which obviously is a dirty hack.
- It seems that once a channel volume drops below a certain threshold it's considered muted despite being above zero. It creates an ugly artifact when fading in/out samples. -
What is the resampling/re-encoding process MMF2 performs on sound files (Specifically .wavs) when building? What is sound frequency used in the output files? Is there a way to disable this preprocessing and force use of the original files?
Thanks
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Blocking app only because of the existence of Cydia or even Installous is unfair to many legitimate users. Cydia itself by default contains only legal homebrew apps and packages, and in fact warns you when you add a repository containing illegal files, and asks you to reconsider. Even Installous which is mainly used for pirated apps has legitimate uses too. The first thing I've done the moment I've got my iPhone 4S is to jailbreak it. Why? Because it's my device, and I want to have the possibility to change things I don't like in it. I also use Installous to install my apps via SSH, since at the moment I'm developing the apps for fun and only for myself, and I do not intend paying for a developer license to install apps on a device I own. What are you going to say to a user like me who bought your app and can't use it just because he tweaked his phone? If I were to buy an app to wouldn't allow me to use it, I would definitely never buy anything again from its creators, and would probably pirate their apps. If your anti-piracy method can harm legitimate costumers, history proves it does more damage than it helps. Anti-piracy system should be available to MMF2, but please don't implement it this way.
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It's not only playing a sample that lags, any sound-related action does, including changing the volume or frequency.
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Hey
For some reason every sound-related action in MMF2 is lagged by about half a second when used on VMware, while any other application on VMware doesn't. Any clue why and how can I fix it?
Guest OS is Windows 7, Host OS is Mac OS X Lion/Snow Leopard.Thanks!
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Just wanted to let you know that the Arcade doesn't seem to display the games at the correct size. I have submited two games, both being 320*320, and they are displayed at 312*312.
Err, my bad. All games lack 8 pixels. I'll try to get it fixed ASAP.Edit: Also seems like styling applied to game comments magically disappeared.
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Please login to see this link.
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That's not IPB, it's vBulletin.
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Japanese MMF2 uses MMF2j.exe, and Unicode MMF2 uses MMF2u.exe.
Also, apparently Jamie has a backup, and now I do too. The extension list might be up again soon, but it won't be updated.
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It's probably gone forever. I didn't back it up or update it for ages, and since Jeff doesn't have a backup either, no one probably does. Please login to see this link., and Please login to see this link..
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Attached is a demonstration of the Alpha Channel bug. The app is the same - Half black, half white, and a square white 0% alpha to 100% gradient in the middle. The right one is the Windows version, the left one is Android (Yes, I misspelled Phone). Android shows a grey gradient centered at alpha=50%.
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Crashes when there's a visible String object outside the frame:
Code
Display More09-28 14:05:26.203: ERROR/AndroidRuntime(14690): Uncaught handler: thread GLThread 8 exiting due to uncaught exception 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): java.lang.NullPointerException 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at com.google.android.gles_jni.GLImpl.glTexCoordPointer(GLImpl.java:967) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at OpenGL.ES1Renderer.renderPoint(ES1Renderer.java:469) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at OpenGL.ES1Renderer.renderImage(ES1Renderer.java:591) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at Extensions.CRunKcBoxB.DisplayObject(CRunKcBoxB.java:581) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at Extensions.CRunKcBoxB.displayRunObject(CRunKcBoxB.java:460) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at Objects.CExtension.spriteDraw(CExtension.java:163) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at Sprites.CSpriteGen.winDrawSprites(CSpriteGen.java:1338) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at Sprites.CSpriteGen.spriteDraw(CSpriteGen.java:1355) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at RunLoop.CRun.screen_Update(CRun.java:2805) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at RunLoop.CRun.f_GameLoop(CRun.java:4588) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at RunLoop.CRun.doRunLoop(CRun.java:456) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at Application.CRunApp.loopFrame(CRunApp.java:861) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at Application.CRunApp.playApplication(CRunApp.java:651) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at OpenGL.ES1Renderer.onDrawFrame(ES1Renderer.java:283) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1127) 09-28 14:05:26.238: ERROR/AndroidRuntime(14690): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:975)
Edit: Another issue: In objects with alpha channel, semi transparent pixels are darker than in the Windows version.
Edit 2: Another issue: When I launch my application (Emulator or Samsung i5700) touch doesn't work at all, or stops working after a few seconds or minutes of usage. -
Quote from JasonDarby
IMHO - i also think its time to start thinking about dropping certain OS support as well, - such as Windows 95/98 etc (again i don't remember precisely what MMF2 supports).. but its sensible to think that you will need a later OS to use MMF3 when it comes along...
Jason
MMF2 native Windows runtime runs on Windows 2000 and newer NT-based Windows. -
Quote from gerald999
Does this help at all :grin:
Quoted from Please login to see this link."Klik or Click is a term used to describe a software created with one of Clickteam's software products. The term Klik originates from the name of the first product in the Klik range of products, Klik & Play, where the alternative spelling "Click" originates from the name "Clickteam", the creators of the software product range. "
I wrote that ages ago :O
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score mod 200 = 0, or alternatively score/200*200=score.