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I have looked through this thread, and it did not help: Please login to see this link.
This is for an HTML5 game. This is what I'm trying (font and mfa attached):
1) I make a String and Edit Object, and choose Tahoma as their font 2) I put the GraphicFont object down 3) I choose "Import a new font" and select the one I want (Champion-HTF-Heavyweight.otf) , then click the "Import font" button 4) Under "this font poses as," I change it to Tahoma.
And yet, the fonts remain the same. What am I missing? See attached.
I tried changing banks.js and application.js as described in that thread for my own HTML5 project.
The sound actually works fine, but my issue is that Chrome and Safari stop registering taps after exactly 10 taps (using the multi touch object). FireFox allows more taps, but has a built-in delay between them so you cannot rapidly tap. If I remove all sound from the game, the tapping works fine.
I have no option to opt into a beta, because I own Clickteam Fusion on Steam.
I've been waiting months to grab the Android exporter in hopes that it'd be 66% off. 33% off is better than nothing, but I own the non-Steam version of Clickteam Fusion 2.5 and would very much like to avoid paying the additional $10 to convert my key when I'm not even sure if I'll be able to successfully export my game to Android in the first place. Is there anywhere to find out if it will be going on sale in the Clickteam store? Thanks!
Well, turning off "use fine detection" on all objects and removing semitransparent effects (though I'd really like to use them) helped a bit. It still fluctuates, though.
My goal is to get this game running at 60 FPS on my Microsoft Lumia 640 running Windows 10 Mobile. It's just a super simple fragment of an engine right now (at a fairly low resolution), but it already falls to around 50 FPS on my phone. Do you have any recommendations for optimizing this? (attached)
I cannot seem to edit my post, so I'll reply for others who may be googling around looking for answers:
We can assume that no, no support is coming. Windows Phone 8 is a dead-ish environment, but Please login to see this link. exists if a solution is demanded for Windows Phone 8. Windows Insider allowed many devices to upgrade to a preview build of Win 10 for free, that is another option.
I used the search tool and found some others with this problem, but no answers:
I am using HWA and would like my game (640x480 resolution) to run in fullscreen without stretching on my wide-screen monitor. Is this impossible to do?
When I started my current project, I was using an earlier beta of MMF2 HWA. The display mode was Direct 3D 8 and it ran fine.
It continues to run fine on my computer. However, if I switch AWAY from Direct3D 8 (to, for example, Standard), then immediately back, the game runs very sluggishly. Direct3D 9 runs slowly too.
Was there a major change in the Direct3D 8 code at some point that might have caused this?
My game has a TON of backdrops, which seems to bog down the "new" Direct3D 8.
Edit: I've figured part of it out. It's not the number of backdrops that matters. It's the size of the frame. If it gets much bigger than 5000x5000 it starts to rapidly decline in performance with the newer Direct3D.
I think the closest you can get without a bunch of tedious copy and pasting is going to the frame properties and checking "resize to screen size at start". This displays the entire frame but it is shrunk to fit the resolution of your screen.