Posts by Pkeod

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.

    "Show Marketplace" is "upgrade to full version" - it will show a dashboard popup which allows the user to buy the full version if they wish to.

    Please login to see this link. should be the same kind of condition as "is trial mode" is. (Though I have not had a chance to check this build if this has been added already.)

    I export a "XNA Xbox Project" and then open it in Visual Studio, "Package as XNA Creators Club Game" and then open the package for unpacking to Xbox 360 and the Title is "RuntimeXNA_Phone" so probably that is not named correctly somewhere.

    I think there is a problem with StickLeftV on Windows as it seems to be inverted compared to the 360 runtime? I made a small test to make it so that StickLeftV would control how an object moves up and down. On Windows I have made it go up and down compared to the position of the stick (pushed up = up, pushed down = down) however on the 360 this is inverted with the same code.

    Thank you for fixing that problem. My future posts on this thread will include the current testing platform.

    What about AllowPurchaseContent? Without being able to check if an account is allowed to purchase (for example child accounts are unable to) this is a valid reason to fail. So AllowPurchaseContent as a condition needs to be added if you are going to add ShowMarketplace.

    I'll test more with the gamepad and see if there is nothing possible for me to do with events. With looking at other games and posts here I assumed too much of what was not already implemented.

    Beta 11

    Bug: It's not possible for the gamepad sticks for read as -100 (fully left). Instead if the stick is pulled fully to the left it goes from -99 to 100, which reads as if the stick was fully to the right.

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    Image illustrates. This event never happens.

    Need the option to buy full version. Guide.ShowMarketplace = present an offer to purchase the full version of the game.

    Code
    Guide.ShowMarketplace(signedInGamer.PlayerIndex);

    Please login to see this link.

    This condition needs to be added too:

    Please login to see this link.

    Quote from PixelatedPict

    Also, as mentioned in the above thread, will support for the Left and Right Triggers be added at some point (with full 0-100 numerical range, too please. Thanks! :) )

    This, please.

    I hope the next MMF is geared toward professionals more. I've been driven away to other things because working with it is just too frustrating. It's good for us to grow with what we can do and use, but I still sometimes miss MMF's ease of use... and then I remember the many frustrations and never want to return to that.

    No scripting support = no version control, which means only one person can work on source at a time. This is OK for super small teams and amateurs who work alone, but not good for people who take development seriously. I've listed other features I need for professional use... there's still somewhere in some thread I started years ago.

    Another big issue is importing assets. For professional use it would be better to have everything external and in a data folder for much faster editing. Along with that native image atlas support would be ideal.

    Well, what I use now does all I need to do so it's not a big deal for me anymore. :)

    From a professional tool I would expect to not be forced to have letterboxing to have a universal build. Apple greatly prefers universal builds when they feature things, and Apple's feature means everything on iOS. This is why it matters. Either the game will look bad for iPad users, or bad for everyone else, and people would still be mad about the wasted space. It is a little thing which can be and should be fixed. This may be silly to some of you, but it's a gotcha which is unacceptable for professional use.

    This is actually terrible (black bars when scaling an app down from 1024x768 to 960x768 etc.) having black bars will just lead to getting angry user reviews... There should be an option to just crop the left and right sides of the screen a little in fit the height or width depending on the app's orientation.