Posts by arsdigita

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 am not a user that picked up MMF via a Steam sale. I have been a 'click fan' for decades. STOS, K&P, Jamagic, Vitalize, yada, yada.

    Interface and methodology wise Clickteam is perfect for me, however, I need to keep my projects up to date and at a certain point I would like to design for designs sake, not figure what will work in a limited confine.

    At one point, K&P(?) was an early and rare adopter of the WinG library in windows which made it very fast (relatively speaking) when doing tile based games/artwork.
    Currently I have a hard time finding the 'strengths' outside of the familiar easy to use interface (which takes years to learn inside and out regardless of perceived 'ease of use').

    I am a Clickteam fanboy through and through and I often 'Run back to mama' when learning other tools and I do believe CT is the future in interface for 'non-coders' like myself.
    I am still holding out hope that 3.0 brings back some of the easy to tap into speed of the old WinG era.

    Negativity is not my intention, just shaking my fist at the sky on how many hours need to be invested on workarounds and optimizations to get even the most basic games running decently.
    Being proud of an iOS game that has 50 actives moving around pales when you see other games pushing thousands of particles, massive levels, 100's of sprites etc.

    It really doesn't help anyone (including Anders, who I am sure is working hard on the exporter) to just complain. It is a great service that Clickteam does for us to work with their community and give us updates as often as they do. Most professional products don't even go to the lengths that Clickteam does and they are usually working with much larger staffs.

    I get just as impatient and am hoping for an update soon as well, but it doesn't help to keep bumping the thread with negative comments.

    Reasonable response to those who use Click products as a hobby, to those of us who have attempted to use them in a professional environment, well, not so much.

    Are there ANY metrics, stats, performance costs, details or ANY information available on the iOS runtime vm?

    We have been struggling with the performance, even the most basic games do not compare in performance to games made with other tools.

    I am currently eating crow after selling our team on using Fusion for 'casual games'.
    After months of struggling the team has thrown in the towel and ripping apart our FINISHED games to rebuild in other tools.

    I am being told the vm aspect of the Fusion runtime is destroying our performance, does ANY info exist on the perfomance cost of the vm?
    Why is the vm even necessary since the runtime is going through Xcode?

    Im hoping to avoid any 'temporary fix', Im having multiple issues with my projects many of which I see 'fixed for the next update'.

    We as users are currently stuck in limbo, MMF2 does not seem to be supported anymore and Fusion is currently not viable to release anything for iOS.

    There are currently bugs with iAds.
    Change your project to be in 'Standard Mode' and then they will show while testing on a PC.

    In order to set up a purchase to disable ads I would recommend using an array(also currently bugged) to store the purchase info (an ini file can easily be edited by the user).

    One of the bugs is iAds are being displayed on the device but pushed off the screen where they can not be seen.

    Here is a discussion involving the iAds bugs:
    Please login to see this link.

    There is a partial fix posted in that thread.

    I'm all for as many serviceable exporters as possible, however, a WP8 exporter would be more attractive to us then Vita.

    In the changing landscape of 'casual indie' games, supporting as many users as possible across the most popular platforms is the best chance for financial independence.
    Once you have poured your blood sweet and tears into a game, hitting as many viable platforms with your already created assets & designs is the path of least resistance.
    In this regard, the WP8 user base FAR exceeds the Vita user base imho.

    I am already experienceing team issues over this fact.
    While I have been a CT user for years, the others have not, and me being more of a designer then a coder I personally love CT products.
    Those on our team with actual code talents have already started moving towards other options due to the lack of WP8 support.

    Unfortunately they are pressuring me to move away from Ct products since our intent was to create a game, deliver it on as many viable platforms as possible.
    They are thinking if they need to take my MMF assets and convert them over for a diff middle ware package why not remove a step?

    Just my two cents.

    Hazzow, check the post made by Christian above.

    There is currently a bug with how 2.5 is calculating the position of the iAds.

    Christian posted a partial fix to the bug, a fix that will fail on pre-4s devices(non-retina).