Posts by Chokito

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.

    Hi, I'm using the Joystick control object to display the controller on screen. Does this work with the HTML5 exporter?

    When I try to create a simple frame with just the Joystick Control Object and, at the start os frame, run the "start/stop touch joystick" action (with "1"), nothing happens. The joystick does not appear (either running inside fusion or exporting the html5 project). What am I doing wrong?

    Hi, I'm using some string objects that I need to adjust the color during runtime. I'm using the "set text color" from a calculation that accepts an integer number. How do I set this number? I tried to use decimal values from hex colors but this seems wrong (like #FF9900 = 16750848 is giving me a pale blue instead of orange).

    O believe so. My file loaded on 293.1 after I saved it on 293.6 without problems. You can always update back to 293.6 if they don't. Please notice you'll need to make a small change on a js file of the html5 exporter to allow your games to load on iOS devices as reported here: Please login to see this link. (your own post from some time ago ;) )

    Hi, I'm using the JSON object and it I'm struggling to get data from it, and the example that comes with it isn't helping that much... First, I load this very simple json text:

    {"valores":{"jg":"1","n1":"Lucas","p1":"2","a1":"3","n2":"","p2":-1,"a2":-1,"n3":"","p3":-1,"a3":-1}}

    What should I do to get the string from "n1"?

    Hi, I believe I asked this before here, but some years ago... Checking if there are some news about it: is it possible to change the display zoom at the frame editor while adjusting a path movement? When we start the path movement edit, the screen zoom automatically returns to 100% and it seems we can't change it back... I'd love to have more control over this for better adjustements of the path points...

    I downloaded version 293.6, but now the exported HTML5 game is broken on all platforms, including windows. I get this error message on my browser:

    Uncaught TypeError: AudioParam.value setter: Value being assigned is not a finite floating-point value.
    setFrequency Please login to see this link.
    play Please login to see this link.
    execute Please login to see this link.
    call_Actions Please login to see this link.
    computeEventList Please login to see this link.
    compute_TimerEvents Please login to see this link.
    f_GameLoop Please login to see this link.
    doRunLoop Please login to see this link.
    stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*setUpdate Please login to see this link.
    stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    setTimeout handler*stepApplication Please login to see this link.
    updateApplication Please login to see this link.
    Runtime.js:27399:5

    Hi, I'm facing a problem onan HTML5 exported game. I set my pictures to enable anti-aliasing (at the pictures themselves and also the "anti-alias when resizing" for the antire app). This works just fine on all phones I tested, and even on smart tvs. However when it try to load the game at any samsung phone the image quality becomes really bad. Notice that this doesn't happen on samsung tablets. The issue seems to be related to their phones only (every model I tried). Is this a known problem?

    I included a screenshot taken from the game running at a samsung phone to show the problem.

    Please login to see this attachment..

    I managed to solve the problem using the Window Control extension. With it, I could have a reference to the resized size of my app frame, so I made a simple formula to discover a close value for the font size my edit box should display. When the frame size changes (browser windon resized), I check the new font size value and apply it to the edit box.

    Please login to see this attachment.

    First, you'll need the font to be installed at your system so you can use it on Fusion. But you'll also need a web-compatible version of the font files (like .woff or .woff2 files). If you don't have these files, just look for a web conversion tool to transform your .ttf or .otf files (Please login to see this link. works just fine).

    These conversion tools usually create the font files as well the required css to embed them at yout html page. Just use them ;)

    One trick: the generated css may embed the font with a different name than the one used by Fusion. You may need to change it. To discover the exact name Fusion uses, insert an edit box, set the font, export as an HTML5 app and use the browser's inspector to discover the exact font name.

    I attached an example at this post.

    Please login to see this attachment.