Ah OK, I see. Thanks, I wouldn't have figured it by myself.
Posts by Brovic
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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I am dragging that big red square and telling the little blue one to stick to it. But when the red square collides with the wall and stops, unexpectedly the blue square keeps on going !
If I invert the order of the actions at line 3 it works correctly but then the blue square lags a lot.
Can someone explain what's going on ? -
Just having a data grid object on the frame together with Control X will make the app behave strangely.
As a system extension waiting for input I am not surprised there are interferences with controls.
Have you tried the data grid action : window -> Disable ? That should prevent the data grid from catching any input from controls while allowing access to datas. -
On the other side I realise I am doing things wrongly. If I have black bars it is because my screen is 16/10 while the standard is rather 16/9. It's up to me to adopt the most common ratio and base my design on it rather than tweaking Fusion to show things at screen that most users won't be able to see on their side.
I will just stick to the 16/9 ratio as the main conception base, my attempts to making a responsive interface causing more harm than good.
That's it. For a puzzle-casual game, ultra wide and unlikely 4/3 screens would have to rely on black bars anyway. And 16/10 users won't lose any vital information on their side. -
Ah, too bad. Thanks for the feedback and trying to find a solution.
I'll have to live either without the overlay or with useless black bars which is pretty frustrating for a vertical scrolling application.
But I am yet far from a release on Steam, hopefuly there will be a solution by then.
The annoying thing is the trick implies some calculations and layer offsets and I have to decide by now which display option I prioritise over the other. -
Nice ! Thank you.
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So, as I am developing for 1080p full HD screens but don't have one (1680 * 1050 here) I see the black bars with the standard Fusion fullscreen (at left) while with my tweakings (at right) I don't see them and can catch a few more details than you because my screen is slighly less wide (I see the bottom of the 5th floor while you should barely see the top of the 4th) right ?
But for more exotic ratios perhaps somme people prefere having black bars so I remade my test application to allow switching between the two options :
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I don't know though if that solves the Steam overlay and multiple monitor issues of the Ultimate Fullscreen object. Feedback would be welcome on those points (and on other screen configurations too).
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That's a shame the Ultimate Fullscreen has flaws because it would otherwise perfectly fit my own needs. I came over with another solution using the Kernel Object. As my app is vertically scrolling, having black bars was a no go. I ended up with that solution which features no black bars and square pixel ratio (but at the cost of some scrolling which may not meet the needs of Euingee) :
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I would be glad if someone else could test it. My screen is 1680*1050 and I could not test it yet on a 1920 * 1080 resolution (which is the aimed at resolution).
It uses however the kernel Object which is a Developer only extension so sorry for the inconvenience. -
I am looking for a solution to display a Windows application in full screen (for at least a 1920 * 1080 resolution) without stretching nore black bars (like the fit inside and ajust size option of the android build).
I came so far with a solution with the help of the Ultimate Fullscreen object. That implies also the use of the Layer object to scroll the layers because they are automatically centered and I found no other way to display the bottom of the layers.If you have another solution for that kind of display thank you to share.
I would be glad if you could test my solution and see if it works on your side.
I know there are some glitches with 3/4 screen ratios (but who uses that kind of display ratio nowadays ?).
If the display is correct you should see the word "bottom" at the bottom of the screen.
You will need the Ultimate Fullscreen, the Layer and Window Control objects.Thanks
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The only issue that could arise would rather come from notepad++ that could modify the encoding of the ini if it doesn't know what kind of file is used.
And it can only know it by the extension name. But I think it uses utf8 by default and that should be fine with ini++ I guess. Althought ini++ doesn't handle unicode and you use special charaters ? -
I'd like a round progress bar too but for classic rectangular bar you already have it : just select Vertical bar or horizontal bar in the display - type settings of the counter object.
That makes me think that the swf exporter (and maybe the HTML one ? I don't remember) has a round loading progress bar, that would be cool if Clickteam staff could release a round bar object as they already have the code to do it.
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I had a hard time figuring why my application was crashing so I share it here to avoid other people to make the same mistake.
To make it short, the fact is I was calling unintentionally some Multiple Touch Object functions while the object had been destroyed earlier in the code (Because it was intended for an android application the object was destroyed at start when testing it in windows runtime where it was useless - until I reactivated by mistake a group which contained calls to it and led to the crashes -).
I thought that destroying an objet by code would deactivate all the links to it like when you delete it straight from the frame. That's not the case, links are kept but pointing to a no more existing object.Moral of the story : don't call functions on an object you destroyed earlier in the code -> crash
(and don't overdo optimization - though it was not very smart to destroy downright the object instead of just dealing with groups or conditions -) -
Maybe using a sub app with a window shape ?
I made an example with a round shape revealing parts of an inverted active.
It's a little buggy though and there is some flickering sometimes.
I don't see any alternative, maybe the surface object but I never used it.Please login to see this attachment.
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The Window Control object has a Focus option :
X Window has focus
=> Set FocusThat should do the trick.
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Maybe there is a smarter way to do it but using the platform movement object the only solution I found was to deal with IDs and loops.
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I create dynamicaly a PMO for each enemy (uncheck "Create at start" in the options of the PMO) and loop on each one to reach the result.Janette5's solution is much easier with inbuilt movements.
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You could restrain the size of the text with the Left$() function if you know the max number of characters.
But at the end I see no reason to not use alternative text objects like the Edit Box, the Rich Edit Object, or the Active System Box. Those with the correct settings can display text without overflow and may be more powerfull and flexible than the String Object. -
That one should be closer but for some reason I couldn't either do it using qualifiers.
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Is it something like this you want ?
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(you can only switch off the latest Highlighted Square. I don't know if that's what you expected)
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Weird, no crash here but I always have the blank screen.
But if I set the speed of the active to 12 in the code instead of 10 it works fine.
I can't understand what's happening here. -
You don't need to show and hide the header, the Window Control has all the features needed. You can retrieve the size of the full window as well as the size of the "client area". I could calculate the size of the header on my Windows 7 with a simple substraction (-> 38px). Or am I missing something ?
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In the special object you have the condition Runtime -> is running as -> android|windows|mac|ios etc.
That way you can use specific code for the windows runtime and another one for the android runtime without having to use different builds.
For example :is running as android application
-> Set X position to ScreenWidth( "Android object" )/2
is running as windows application
-> Set X position to ScreenXSize( "Window Control" )/2 (using the Window control object)