Posts by Kazuya

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.

    I've installed all the SDK etc and followed a guide on steam, however I have this error upon building;

    * What went wrong:
    Execution failed for task ':app:processDebugResources'.
    > A failure occurred while executing com.android.build.gradle.internal.res.LinkApplicationAndroidResourcesTask$TaskAction
    > Android resource linking failed
    ERROR:C:\Users\steve\AppData\Local\Temp\AndD62C.tmp\app\src\main\res\mipmap-anydpi-v26\ic_launcher.xml:4: AAPT: error: resource drawable/ic_launcher (aka com.sokaikan.survival:drawable/ic_launcher) not found.

    I have previously made Android apps in the past (on my old PC) but for some reason it seems to be 10x harder this time around.

    Hopefully someone knows how to fix this.

    Thanks

    I have had to install fusion on a new PC today, I have the original box and code etc.
    All installed and loaded up fine but the update patch does not download.

    Is there a link I can go to somewhere to download it manually?

    thanks


    EDIT; nevermind it was just frozen for a while. Working now

    I'm switching all the music over from internal to external calls (as the final build cant cope with so much data)
    So, now my music and spoken dialogue is all in an external folder and read-in, on the fly.

    Is there a way to protect a channel - so that other sounds don't interrupt THAT channel?
    (I've currently put all music on channel 32- hoping that the chances of the music being interrupted are lower but it still happens when lots of stuff is going on)

    Redoing the entire game with each sound on a specific channels it not an option.
    There are over 500 sounds in this project, scattered over 70 frames.

    so, I need an easy fix, to stop that channel being interrupted - if there is one!

    thanks

    actives. Looks like I'm going the "hard way" as there is no support for this problem.
    So, I'm copy/pasting AROUND the objects, making placeholders of the bad ones.

    But I've run into another big problem - pasting into a new mfa does not paste all the sfx along with it.
    Meaning my sfx (more than 500 sounds and music in this game) are missing, there is no way I can go through all those frames and re-implement every sound manually.

    Any ideas, anyone?

    i need to remove certain objects from my project (as they are corrupt when I compile the final build)

    I tried deleting all my code first (as many are "created" objects) this made no difference, even with no code at all in the frame.

    I clicked the "show created objects".
    I "selected all" and deleted - nothing, they remain in the frame.

    There are around 84 objects in each of my frames that cannot be removed and flag-up issues in the compiler (out of around 300+objects).
    Any ideas?
    I really don't want to re-do all the frames again.

    This has taken many years to create and there are 60+ frames.

    I have this problem if I remove a 2nd joypad from the USB (and "player 1"'s joypad remains in)
    any work arounds for it?

    The game remains slow until I plug the joypad back in again. Removing the joypad object from frame resolves the slowdown.
    It doesn't appear to be code related - simply having the joypad object in frame causes slowdown (drops to about 20fps from 60fps)

    Kazuya!

    You can build and test on a Xbox one, Windows Phones and tablets. Its TOTALLY up to Microsoft when the decide to begin publishing UWP projects to the Xbox Platform. I have zero control over what Microsoft does or doesn't do. A recent post (last few months) from microsoft suggests they are close.


    Okay, that's good news ^^ thanks :)

    It will certainly be worth the asking price once XBOX is supported properly. Quite a few of my friends have windows phones, so I am still tempted to get the UWP just for that.

    Thanks

    As it currently stands - the UWP just exports to windows phones?
    A basic Fusion build exports to windows anyway (I have my windows tablet running my game just perfectly, as a straight Fusion exe build).
    Without XBOX support, what is the relevance of the UWP, especially at it's very high price (£150 here in UK)?

    Genuine question as I was thinking of buying it.

    Thanks

    I'm considering buying the UWP.. it's very expensive though (exporting to "windows" systems should be part of Fusion as standard.)

    1. Will I be able to use my custom-made fonts when exporting to UWP (via text blitter) or do we have to use basic system fonts (as with the Android exporter... )

    2. I see the physics object is listed as compatible with UWP but does it run FAST? ie; same speed as on PC. Is it FULLY compatible?

    I bought the android exporter and the physics do not work exactly as on PC (erratic, jerky movement sometimes)- this is a big issue, as I'm making a pinball game and now have to create multiple versions to deal with the differences.

    Another example is that "holding" the flipper - on PC I can catch the ball and then aim it. On my android device if I do the same command, the ball flys off, erratically.
    But I am learning to deal with these issues. I just hope that if I buy the UWP I don't end up spending countless more hours "tweaking" around these issues.

    Thank you!

    How do I get the icon/logo to not mess up on the devices?
    Whenever I edit the logo within fusion, it looks fine - but on an actual device the colours are really messed up and some are inverted.

    I tried inverting first (thinking that would fix it) but its still really bad.

    Any tips on which colours are "safe"? Or how to make an icon and export to apk without it getting screwed up on the way?

    "There is 1 error
    1.Product not found
    "

    is it blocked in the UK? Cant seem to access it, except on the US shop.

    also, I've got my pinball running almost flawlessly on most android devices now!

    Tweaked around the physics options for a while; lots of trial and error.

    Please login to see this link.

    how do I get the UWP thing - to export onto windows phones/win10 etc. When I try to buy it online I can only view it on the American clickteam store. (I'm in the UK)
    I want to export the pinball to other devices, it's working a lot better now (still a little slow on VERY old android phones!)