Posts by Panchos

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 can't seem to update to the latest build of 2.5 Dev (not 2.5+)

    If I do it via program (in admin mode) it says something about invalid data. If I try to download the update file through community passport it starts downloading fast then the speed just slows to nothing and fails.

    I can publish new files just fine with the Steamworks plugin, but when I change the 'Start publishing new content' line to 'Start modifying existing content' I get errors like 'Invalid Cloud file' and such.

    I'm entering the correct publishing ID and have tried all kinds of workarounds to it.

    Anyone have solutions to this or have this working? Maybe it's a bug in the plugin

    Have thousands of players currently unable to update their maps :s

    Sometimes users who play my game get mfx related errors. I'm not sure why as its a compiled game and most players don't have the problem.

    Examples:
    "Cannot load StringTokenizer.mfx. This object might need an external program or library not yet installed."
    Or fontembed.mfx, or Steamworks.mfx, etc

    Most users can play the game fine, just the odd one or two have issues with this.
    Anyone know why this is happening? Is it some external framework library they havent got installed that the code of these extensions rely on?

    I'm currently using the INI++ in my game, but it doesn't support Unicode, which I need. So I have to rip it out and replace it with the regular INI object.

    This brings me problems. With INI++ that stores the data in the object, so I can decrypt the file, load it, encrypt the file, then continually refer to the data stored in the object throughout the gameplay.

    With the regular INI, it doesn't store the data (I believe?), so I'd have to continually decrypt/encrypt every single call (which would be overkill since I refer to the data 100s of times).

    Is there any workaround to this? Like instead of encryption I could just use plain text and the regular INI, then I'd need some object that gets an md5 or hash of an entire file to verify it's not been altered. I've seen the QuickHash one but not sure if it works on files?

    I too would like this as I'm currently sorting out languages for my game..

    I mailed Yves yesterday and he was helpful in recommending using the regular INI object, which is unicode.

    The only issue is regular INI doesn't store the data in the object like ini++ does so this means I'd have to continually keep decrypting and encrypting the file with blowfish everytime I read from it, which is always.

    I'm also desperately after a unicode Speech Bubble object, but that's another tale :)

    My MMF2.5 game The Escapists makes heavy use of David Clarks Speech Bubble extension for the mouseovers/speech etc.

    Game has a large fanbase in Russia but I'm unable to have Russian support because the speech bubble object doesn't support unicode (cyrillic characters).

    I've tried to think of other ways around this that would work with my engine but keep coming up blank.

    Is anyone able to update this? (is it even open source?)
    Is this a hard job to do?

    Willing to pay if necessary..

    I too am having problems with this, not sure what I should be doing.

    I'm loading text files through the INI object. When I have Spanish characters in the text files I have to save them in a different encoding than ANSI. I've tried Unicode, UTF-8 but none of them seem to load through the INI object in Fusion except ANSI. I've set language of the app to Neutral as well.

    To save me attempting ways round it, are we saying there's no way to load Spanish, French or German text through INI files at the moment? Or are they just not displaying correct because my Windows is English and they will work fine on say a Spanish users?

    My game will soon support various languages, but I've come across a problem regarding this.

    Some of my game text is saved as strings in the Named Variable Object then later shown on screen.
    The problem is when any text that doesn't use the default character-set (e.g. Russian) passes through it, it comes out the other end as "????????"
    The same thing happens when I run text Russian text through the Speech Bubble object, it just comes out as "???????"

    Any workarounds for this? All of my text is in INI's but I'm having to pass some of it through variables.

    How do I work this?

    I have a screen prior to the game that contains the Steam checks, but I can't find a 'User owns game' condition.

    I want to check the user actually owns the game before jumping on to the next frame

    Is this what the 'Steam connected' line does? (presuming you've added your AppID to the plugin)