Over a year late, buddy
Posts by Techokami
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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This is an important thing guys. Microsoft is going to be killing off 32-bit support in future versions of Windows, and in order to produce games for modern PCs we need 64-bit support.
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So....... I have to install extra extensions just to run this thing, or just to grab one simple frame? Ungh.........
Well, the only way to have custom keybindings and gamepad support is, sadly, through extensions.
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Yes there is. LarkSS made a powerful, flexible keybindings system with full gamepad support for Sonic Worlds Delta a few years ago. Please login to see this link. and just rip out the first frame and the mappings editor frame. The character select screen has the bare minimum for what you need to implement the input system in gameplay, but the actual gameplay engine has stuff for using force feedback and analog support.
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No, you need the Window Control object for this.
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3DS web browser is simply not powerful enough to do HTML5 gaming.
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The free HTML5 exporter is going to be a limited thing that you install manually. It should be comming out with the Fusion 2.5 demo.
If you want the HTML5 runtime now, and without limits, you'll have to buy it from Clickteam. -
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Thirding the HTML5 Runtime badge!
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How about updating the "My Products" feature to support Fusion 2.5 and the HTML5 Runtime? I bought both but when I go to put the serials in, nothing changes
Related to this, how about support forums for Fusion 2.5 and the HTML5 Runtime, for people new to both? -
i have and its a completely retarded "feature" then.. which numbskull thought that would be a good idea?
People that design user interfaces with disabled people in mind? Not everyone can use a mouse, you know.
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Testing signups for MMF2.5? Count me in! I'll definitely try my best to break the physics engine for you.
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I actually think your cat in the hat avatar is way better then that animated thing.
I like the cat with hat icon much better too
It's actually a wolf.
but if animated avatars were allowed could they be disabled in the preferences, so one would just see a static image? I'm not sure if that is possible with GIFs.
I've not worked on a vBulletin forum before, so I don't know if this is actually true or not, but it looks like that the avatars are being processed through PHP? If so, it shouldn't be too hard to modify the code so it can render only the first frame of a GIF.
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Oh hey, avatars are finally enabled!
This is excellent, now I can set a fun image for my avatar... I'm thinking Please login to see this link. It's such a nice icon, and I put some decent work into putting it together.
Now, to save my choice...
Please login to see this picture.
Please login to see this picture. I... huh?
Can an administrator please explain why animated imagery is forbidden use for avatars? -
Okay, so it no longer crashes horribly! That is a great sign.
Except my sample game runs like molasses and has some other bizzare bugs that Francois is already aware of.I have a hunch the performance problems are due to the music...
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I'll have to resend the PM it seems.
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Still waiting to hear back from Francois re: test application that causes everything to come to a grinding halt...
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Yeah I just wasn't as calm as I should have been as my computer is on the 2nd floor of my house, and my 360 is in... the basement. Lots and lots of running up and down stairs, only to be getting no data transfer at all or frozen black screens.
Francois, check your PMs.
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I know to expect bugs, just… not the kind that prevents me from playing something that should be playable.
Also, one game I had included a font file, and it made Visual Studio/XNA go barf when trying to load. Except I had removed all text objects. When I unincluded the file from the project it built (then crashed because it used MOD music)
Francois I will send you the MFA when I get home from work. Kinda hard to upload a file with an iPod Touch -
Okay, figured out the problem: XNA runtime doesn't like sounds unless they are WAVs. I converted all the OGG audio to WAV (bloating the filesize by tens of megabytes) and tried again...
Code
Display More> EdgeEngineXNA.exe!RuntimeXNA.Conditions.CCnd.evaExpObject(RuntimeXNA.RunLoop.CRun rhPtr, RuntimeXNA.Conditions.IEvaExpObject pRoutine) Line 717 C# + $exception {System.InvalidCastException: InvalidCastException at RuntimeXNA.Conditions.CCnd.evaExpObject(CRun rhPtr, IEvaExpObject pRoutine) at RuntimeXNA.Conditions.CND_EXTCMPFRAME.eva1(CRun rhPtr, CObject hoPtr) at RuntimeXNA.Events.CEventProgram.computeEventList(Int32 num, CObject pHo) at RuntimeXNA.RunLoop.CRun.f_GameLoop() at RuntimeXNA.RunLoop.CRun.doRunLoop() at RuntimeXNA.Application.CRunApp.loopFrame() at RuntimeXNA.Application.CRunApp.playApplication(Boolean bOnlyRestartApp, Double time) at RuntimeXNA.Game1.Update(GameTime gameTime) at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at RuntimeXNA.Program.Main(String[] args) } System.Exception {System.InvalidCastException}
This doesn't look good. Invalid cast? Here's the line it highlighted as being part of the problem, line 717 of CCnd.cs: