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I just completed the Windows version of Moly Mole, kind of an action puzzle game. Moly is completely blind, so you have to manipulate the environment to lead him savely through the underground while he collects gold.
A tester reported a problem in full screen mode, the display was squeezed, not at full height. Pretty strange, because I use the same resolution like him and it works great. The game uses standard display mode and the default screen ratio (8). I'm wondering how it works for you, maybe it's just an issue with his graphics card/driver?!?
Would be great if you could try the game and tell me how it works. No installation required, the game saves your progress in "All users\Shared documents".
Here's the demo: Please login to see this link.
Ingame screenshot: Please login to see this picture.
I tried to find out if a single iOS-related Object causes the problem and yes, it's the Chartboost extension. Once I remove it from the frame (really delete the Object, not just a destroy event!) everything works fine. I'll tell the developer about this issue.
I use a modal SubApp to pause my game, giving the player these options: 1: Continue 2: Restart current stage (forces main app to restart current frame) 3: Quit current stage (forces main app to jump to a different frame)
When the SubApp ends and the player has chosen option 2 or 3 the whole game crashes when restarting or changing the frame. Also happens if the SubApp is not modal.
First I thought about a timing problem, but it doesn't matter if I wait some seconds after destroying the finished SubApp or if I don't destroy it at all.
Edit: I noticed the same technique still works in my older games, which are Windows only. My current game is for iOS and Windows, I just set a flag and the app executes runtime-specific events. So, does the iOS stuff cause problems in the Windows runtime? This game is quite complex and there are zero problems, only the SubApp is somehow involved.
Thank you so much, that was a great hint, solved the problem!
@Andos: seems the List Object causes a massive slowdown when the frame is scrolling. I had one List in each level for testing and didn't remove it before releasing the game. It was invisible, empty and had no related code. Disabling Follow Frame also makes no difference, fortunately I could simply remove it. I assume it shouldn't cause such trouble, the problem didn't exist in the previous MMF Build.
I noticed this Xcode message which appears continously while scrolling, since it's triggered all the time it could have something to do with the performance drop: 2013-06-19 14:46:23.770 PvsYGold[18605:707] -[UIPickerView setFrame:]: invalid height value 81.0 pinned to 162.0
Not sure if it already appeared in the bug free version of the game made with the previous official MMF version, but I guess I would have noticed it.
Update: I dared to submit this version and it passed review successfully. Maybe the reviewers didn't check this specific situation, I still doubt they'd accept it.
I should add: I hoped for some additional exposure due to bots/websites which look for price drops. Waited 5-6 weeks before dropping the price. But it seems you only get much exposure by going free.
I'm located in Germany and allow my users to switch between german and english. Can't say how important it is, because I only have one minigame without localization. Guess it's only worth the effort for somewhat successful games, I only localize for a german-speaking audience because it's easy for me and I also use this content for my websites in german and english. I'd expect a stronger effect with spanish/english. In iTunes you need to add an app name, description, keywords and screenshots for every language, which allows better targetting of native speakers.
I think Tier 2 is fine for good games. With 99c you'd need at least twice the sales, I have some doubt that Tier 1 will work so much better. When running a discount weekend for Penguin vs Yeti (1.99->0.99) there was hardly a difference to spot.
Checked it many times, everything works fine if a sandbox user is currently logged in. But if not, I always have to login twice.
Also checked my conditions to make sure I don't have multiple restore commands: User clicks restore button + Can payments be made + Only one action when event loops -> Restore transactions
So far I only had a single item to restore, so I can't say if this problem is new or has always existed. I don't like to submit with such a strange behaviour, there's a good chance the IAP items become permanently invalid if the game is rejected. Has anyone successfully submitted a game with multiple IAPs, using the latest official MMF build?
When I try to restore the IAPs and the AppStore user was logged out in the device settings, it seems I have to login for every single item. First I have to enter the UserID and the password, after that the password is requested again. Am I missing something or is it supposed to work this way?
I'd check if the value is 0, which means the game is launched for the first time. Then set the value to 1 before switching to the game frames. You may consider using "Run this event once" instead of start of frame, just to be on the safe side.
MMFs List Object is available for iOS apps. Haven't used it yet, you may search for specific differences to other runtimes if it's crucial.
You can test many general things within MMF and various iOS-only objects allow to simulate important actions. Of course, better test stuff like GameCenter or IAPs in sandbox mode on a real device asap to see if everything works fine. Example: you can simulate buying an IAP item in MMF to unlock stuff, but you need a iOS device to see if all data is requested correctly.