Posts by FlameEX

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.

    Hey guys, wanted to rack your brains to see what I am doing wrong.

    Trying to get my sdk settings and export settings working

    - Installed java sdk and latest version of android studios
    - in fusion, Export Android/OUYA application
    - Build API is set to 30
    - Android SDK directory set to C:\Users\Jasmine\AppData\Local\Android\Sdk
    - JDK directory set to C:\Program Files\Android\Android Studio\jre

    When I build, I get this error
    -----------------------------------------------------------------------------------------------------------
    > Configure project :app
    WARNING: The option 'android.useDeprecatedNdk' is deprecated.
    The current default is 'false'.
    It has been removed from the current version of the Android Gradle plugin.
    NdkCompile is no longer supported

    > Task :app:preBuild UP-TO-DATE
    > Task :app:preDebugBuild UP-TO-DATE
    > Task :app:compileDebugAidl NO-SOURCE
    > Task :app:compileDebugRenderscript NO-SOURCE
    > Task :app:generateDebugBuildConfig
    > Task :app:generateDebugResValues
    > Task :app:generateDebugResources
    > Task :app:javaPreCompileDebug
    > Task :app:createDebugCompatibleScreenManifests
    > Task :app:extractDeepLinksDebug
    > Task :app:processDebugManifest
    > Task :app:mergeDebugShaders
    > Task :app:compileDebugShaders NO-SOURCE
    > Task :app:generateDebugAssets UP-TO-DATE
    > Task :app:mergeDebugAssets
    > Task :app:processDebugJavaRes NO-SOURCE
    > Task :app:checkDebugDuplicateClasses
    > Task :app:mergeDebugJniLibFolders
    > Task :app:mergeDebugJavaResource
    > Task :app:validateSigningDebug
    > Task :app:mergeDebugResources
    > Task :app:processDebugResources

    > Task :app:compileDebugJavaWithJavac
    Note: Some input files use or override a deprecated API.
    Note: Recompile with -Xlint:deprecation for details.
    Note: Some input files use unchecked or unsafe operations.
    Note: Recompile with -Xlint:unchecked for details.

    > Task :app:compileDebugSources
    > Task :app:dexBuilderDebug
    > Task :app:mergeExtDexDebug
    > Task :app:mergeDebugNativeLibs
    > Task :app:stripDebugDebugSymbols FAILED
    > Task :app:mergeDexDebug

    FAILURE: Build failed with an exception.

    * What went wrong:
    Execution failed for task ':app:stripDebugDebugSymbols'.
    > No version of NDK matched the requested version 21.0.6113669. Versions available locally: 21.3.6528147

    * Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

    * Get more help at Please login to see this link.

    BUILD FAILED in 19s
    20 actionable tasks: 20 executed

    ----------------------------------------------------------------------------------------------------------------------
    When I try to update licenses I get this

    Microsoft Windows [Version 10.0.18363.1139]
    (c) 2019 Microsoft Corporation. All rights reserved.

    C:\Users\Jasmine\AppData\Local\Android\Sdk\tools\bin>sdkmanager licenses
    Warning: File C:\Users\Jasmine\.android\repositories.cfg could not be loaded.
    Warning: Failed to find package licenses
    [=== ] 10% Computing updates...
    C:\Users\Jasmine\AppData\Local\Android\Sdk\tools\bin>sdkmanager updates
    Warning: File C:\Users\Jasmine\.android\repositories.cfg could not be loaded.
    Warning: Failed to find package updates
    [=== ] 10% Computing updates...
    C:\Users\Jasmine\AppData\Local\Android\Sdk\tools\bin>


    Any ideas on a starting point?

    EDIT: NVM

    I had to install a missing component of NDK.

    Please login to see this link.

    I'll come back if necessary!

    I'm currently looking for a way to load an INI file from a web server.

    My current method was using the get object. Start of frame GET Object / Load URL - Please login to see this link.

    Then the next condition is, On Get Complete, INI object set current file to get received content of GET OBJECT.

    Clickteam Fusion 2.5 then crashes after that. Or if I set global string A to get received content of GET OBJECT, and then set current INI file to global string A still no avail.

    Is there another way to go about this? I know that it receives the INI file fine because I have a string displaying the data from the get object. I just can't figure out how to actually load that content into the INI object for use.

    --
    Or I read here Please login to see this link.

    that you can just upload the INI to the same directory as the html file on my server. But that does not seem to be working properly. Any ideas?

    I'm currently looking for a way to load an INI file from a web server.

    My current method was using the get object. Start of frame GET Object / Load URL - Please login to see this link.

    Then the next condition is, On Get Complete, INI object set current file to get received content of GET OBJECT.

    Clickteam Fusion 2.5 then crashes after that.

    Is there another way to go about this? I know that it receives the INI file fine because I have a string displaying the data from the get object. I just can't figure out how to actually load that content into the INI object for use.

    Hi everyone.

    What I'm trying it accomplish is a simple job application program. I've created the app that will save all of the questions to global strings as the user goes along, and then on the last frame, send formatted text when the application is finished mycompany@mydomain.com. I would then put it on my business website using the flash exporter (or more preferably the html exporter when it is released)

    Is there any way to send an email without having to actually log into the email account? I supposed I could access a database and save applications that way too, but I would prefer to not have any personal information in the application itself.

    Hey guys. Basically I'm continuing a program that I wrote a while ago in MMF2. The program will view an ISO image and convert it to another version of the game. I use the imageDiff tool to accomplish this, and wrote the GUI in MMF.

    I am now trying to expand and make the program complete. Currently I have the interface set up like this.

    Please login to see this picture.

    There is now way for the program to know what image they are using, so they have to select both the version that they are inputting and also their desired output so that I know what command to use with imageDiff. I would like for the program to automatically detect what version of the iso they have, "Version 1.2 detected" or something similar, and give them a list versions to convert to. Yes the way it is now is pretty simple, this is ideal for me.

    Identifying the version of the game is easy enough, when you open the iso through a hex editor, and take a look at offset 00000000.

    Blocks 1-3 tell me what game it is. Block 4 tells me what region the game is for. Block 7 tells me what version of the game it is, within that region.

    So my question is, there an extension that could tell me that first offset, blocks 1-7? The reason I ask is, because if I try to use hexdump, they try to dump the whole game
    and the game's file size is about a gig. I just want the first line. Or do any of you know of an external tool that would allow me to view a single specific line of hex in a file? Or even a specific block.

    for example through the command line

    program.exe l1 b7 game.iso

    I could tunnel this information into mmf2 using the pipe object or something.

    Thanks in advance.

    Hi Eagle. I'm having a small problem. I am currently on Multimedia Fusion 2, build 253. I purchased Horizontal distortion and installed the effect properly. But when I open it, all I get is a black screen when looking at the frame editor, and a white screen when I run application. Any idea what this could be?

    Edit: I updated to 254 and it's still the same result. Same with the Water effect.

    Edit: Installed my copy of MMF2 standard and updated to the latest version, same result.

    Something you can do instead is change the file type. Like name it file.jpeg. It will still act as an INI file when you tell MMF to edit it, and your players might not necessarily think that a jpeg file is the save file for their game and try to tamper with it, if that's what your worried about.

    Hi. A while ago, I made a program inn MMF that my user base has been using to convert one version of a game image file to another version. I know that I have been having trouble with 64 bit operating systems, which I have not been able to get the program working on yet. I originally thought the issue was windows vista/7, but a user told me that their windows 7 - 32 bit worked fine. So I install windows 7 32 bit to test, and I realized that windows 7 behaves differently than xp with permissions. I posted a message on my forum that told them to just run the program as administrator for now, but could I make this automated by changing permissions within mmf itself?

    For example: Start of the first frame, launch Appdrive$ + Appdir$ + "application.exe" as administrator, then end application. This would essentially start the application, the application would run itself again as administrator and close the existing application that may or may not be already running as admin if the user just launched it normally. The only problem I see is that even if one of you were to tell me that it is possible to set the permissions from inside mmf, that this would go into an infinite cycle of opening and closing the app. So is there any feasible solution?

    Hey everyone, I'm having trouble building my application in TGF 2 Newgrounds edition. I'm getting the error:

    Error loading: C:\Program Files\Java\jre7\bin\client\jvm.dll


    I tried completely re-installing TGF2 and also JDK 7, no luck. Any Idea what it could be?

    Quote from JasonDarby

    I think he is talking about application certificate type information which you get when running an executable, which doesn't display the information changed in the app properties... (though i could be wrong).


    Yeah that is what I was talking about =)

    Just read through the whole thread up until here. My 2 cents:

    A completely embedded scripting system and events system will interfere with each other. Seamless operation is possible, but it won't happen or event be possible until the far future of the development of the product. Besides that, events and their ease of use are the sole thing that attract me and many others to MMF. While I would never reject scripting if included, I don't think focusing on that is in the best interest for the Click team.

    Now, the fact that events are going to be copy and paste-able suggests that there is a text format for events that people will be able to read. Simply typing events out in this format wouldn't cause any interference and I agree that it would be a great feature to include. Two problems I see with this are syntax errors and typing out events for extensions. While it probably won't take long to figure out the syntax for each built in event, using extensions would probably curve people who are on a roll typing out their game completely in events.

    I thought about backwards compatibility and that people think it will limit the program. I don't understand how including a feature such as default path movement limits the program. It seems trivial to include, and just because that old platform movement is outdated doesn't mean that it will be the default or non-replaceable. You could feasibly have multiple platform movements. A nice new one with slope detection and everything could be the default engine. When old games are ported, it detects that its using platform_old, and no compatibility issues come along. People designing their game won't even come across the scrapped MMF2 features unless they open a separate tab in the event/frame editor, as an example.

    As for 2D/3D - MMF2 should stay 2D, that's a given. However, I see support for 2.5D games being very possible. Import models, and use an object to control parallax / perspective of objects and backgrounds? Also use graphical plugins to create a distance effect between different layers. Meanwhile, the game is still on a 2D plane, so events are programmed no different and models handled no differently than active objects. Just an idea.

    We should also be able to edit all of the properties of the application such as publisher, etc. When people try to launch my games and it asks them if they want to run the exe, I want my companies name to be displayed. This could be saved for the highest available version I suppose.

    Also, whatever the highest available version of the product is, should have windows, mac, flash and html5 as the default build options, rather than having to purchase the separate exporters.

    Hey guys, this is a little app I made for my gaming community. I'm from the competitive SSBM community and we have weekly tournaments and upload a lot of videos. Why not have click-able brackets, so I made this based off of the tournament results.

    Please login to see this link.

    I assume you guys know how to read a double sided tournament bracket. The red matches in the bracket are the ones where we recorded a video for that match. Click on a match to watch the video. It is a bit bland but I am not worried about the user interface right now, I just want to complete the functionality.

    What I need help with is understanding the youtube object. As you can see, clicking on a match opens up the youtube link in a new window. I would like to use the youtube object to make a little pop up youtube player within the application play the video of the match itself, so that it can be all self contained. I've tried it and the youtube object seems to be buggy or I am not using it right. Can anyone upload a simple example. And also, for opening up links in a new windows, is there a specific way to not bother pop up blockers? I'm using the flash player object, action - open url in new window.

    Oh, and these are the highest level players on the East Coast, so feel free enjoy the videos if you are familiar with the game =)

    Been inactive these past 2 weeks, but I'm picking up now. I'm going to test several of my games.

    Test 1 6/1/11: Nothing to report. Tested a static platforming engine and a 360 degree ball loop. Everything is working normally and with full frame rate, although no samples are playing.