Ah - glad to see that was from you! I thought someone had ripped the game off! Congrats - it's a lot of fun, especially on mobile
Posts by Ribrob
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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Looks like you've got a pretty impressive frame-rate going there! Will check it out
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Is there currently a way to detect the device's resolution, or is it a case of using iOS Get Device and from the device name then know what the res is?
Rob.
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Don't know if you already know or not, but Manos is featured in this months GamesTM magazine (n126 the OUYA issue, p67). Is covered in a piece on the launch games for OUYA.
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Hi there,
I do all my design and dev work on an iMac, so when using MMF2 i run it under VM-Fusion.
Running VM-Fusion is quite memory and CPU heavy, so any little bit i can save is welcome.
WinXP runs much more smoothly than Win7, and uses fewer resources which is ideal
But do i lose out on any MMF or MMF extension features if i opt to use MMF in WinXP?
Or does MMF and the Clickteam and 3rd party extensions all run exactly the same under both WinXP and Win7?
I'm using MMF2 Developer, and i develop mostly for iOS exporter, but also Windows and Flash exporter if that makes any difference.
Rob.
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I can only reiterate what others here have said, Cydia is installed when you jailbreak a phone and is not an indication of an intention to download pirated games. Cydia is full of frankly fantastic little tweaks and enhancements for iOS devices - many of which Apple themselves would do well to implement.
I used to jailbreak my phone on earlier versions of iOS as it gave me features that were only later added by Apple themselves such as multi-tasking, folders, better notifications, custom lock-screens etc. and allowed me to do things Apple still don't let you do like set default browsers, create my own gestures, run emulators, remove 3G limitations, theme the entire OS, make my device do things based on GPS location etc. etc. etc.
I also don't see the point in looking for Installous (or any other source of pirate apps) and stopping your app running as a result. This will only stop your game running with people who have downloaded your app legitimately which is not what you want - you'll only p**s people off - because if your app makes it into the pirate app circuit and a user gets it that way, your attempt at "protection" will have already been removed well before it was circulated in the pirate channels.
Rob
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Hi there,
I'd be very interested in hearing software recommendations on tools that people have found work well in conjunction with MMF for game design, specifically;
- Sprite design
- Sprite animation
- Tile design
- Tile map editor / level designers
Ones i know about are...PC...
Cosmigo Pro Motion - Please login to see this link.
GraphicsGale - Please login to see this link.MAC & PC...
GraFX2 - Please login to see this link.
Dame Editor - Please login to see this link.MAC...
Pixen - Please login to see this link.Any other recommendations from folk?
Rob.
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No joy no.
I also got the attached error (program received signal "SIGABRT") triggered by the below if it's of any help.
Code
Display More// // main.m // RuntimeIPhone // // Created by Francois Lionet on 08/10/09. // Copyright __MyCompanyName__ 2009. All rights reserved. // #import <UIKit/UIKit.h> int main(int argc, char *argv[]) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; int retVal = UIApplicationMain(argc, argv, nil, @"RuntimeIPhoneAppDelegate"); [pool release]; return retVal; }
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I get the following Xcode whenever i try to test my game on my iPhone...
Error Starting Executable 'sharknew' putpkt: write failed: Broken pipe
...the app just sticks at the loading screen.
If i quit it and tap to launch it again, it quite immediately...
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Got there in the end. Had generate a local certificate on my iMac and upload to the Provisioning portal. Think it may have been that i'd created the original certificate on another machine.
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This is driving me crazy. So, how do i correct this.
"Code Sign error: The identity 'iPhone Developer' doesn't match any valid certificate/private key pair in the default keychain"
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MMF app made iPhone friendly - check.
MMF app running in Simulator - check.
Able to get app onto a device - fail.I'm going to have to RTFM.
Apple don't make it easy.
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That's the deal-breaker then - been waiting too long not to want to get something into the store!
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I was all set to upgrade to the beta of iOS5 tomorrow and then saw that MMF iOS exporter is out - exciting.
Does anyone know if the exporter plays nicely with the beta of iOS5, or should i stick with iOS4.3 for now?
Rob.
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One question Kisguri - what's going on with the graphics on the iPad? It's a universal binary, but it looks like the game is actually being scaled up on the iPad?
Looks lovely on the iPhone BTW
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How much work would it be to build upon the work already done on the iPhone exporter to create a Mac app exporter?
Is there any commonality between publishing for both stores?
Rob.
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Hey Jason,
Cheers for the answers!
Quote from JasonDarbyUniversal apps? Not sure what that is.
It's a single app that will run on both iPhone and iPad without just being an iPhone app upscaled using the x2 button. Some people prefer to release two versions and call one "HD" to make it sound special, others just bundle everything into one app.
Quote from JasonDarby
Example games made so far (just a few, there are a couple of others)
Whack Em World Tour: Please login to see this link.
Cave Diver Tommy : Please login to see this link.I think i've grabbed all the MMF games that are in there so far. None of them really give a clear indication of what's possible in terms of performance, and for me that's going to be quite key before i invest in purchasing the exporter - unless there are plans to make a trial version available?
For example, with Whack'em, i can't really tell if the rotating earth on the title screen is just animated, slowly, or whether that's the fastest the it can draw it at. Seeing that game in desktop form would answer that question quite easily.
I'm planning on doing some nice smooth scrolling shoot'em ups with lots of eye candy, but if MMF apps aren't up to that, you can see why i'd hesitate.
Quote from JasonDarby
MMF wont be as fast as someone coding something in Objective C, but its performance is pretty good, with the advantage that its very easy to make in MMf.Sure, would definitely be good to see something in the store and available here as desktop download so we can compare and contrast the performance of the two side-by-side. I'm not expecting miracles, it would just be good to get an idea...
Rob.
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Hi all,
I've been watching this thread with great interest. I've used Clickteam tools on and off since KNP. I've never been able to get my head round coding games in anything other the Clickteam's apps, so i'm very excited about the possibilities here.
I've already created a game with a friend who is an iPhone developer...
Please login to see this link.
Please login to see this link....but i'm keen to gain my independence to develop myself once again.
However, i'm also keen to understand what the exporter will and will not be able to do, and what we should expect of it in terms of performance.
So firstly, a few technical questions about the exporter
- What's the minium iOS version required to run a MMF built app?
- Can retina-display games be created as well as 480x320?
- Can you create universal apps?
- Are sprites handled by openGL (i.e. smooth scaling etc.)
- Is there and WIFI / Bluetooth support?
- Is in-app purchasing supported?
- Are iAds supported?And finally a more general one about performance...
How does performance differ between the app running inside MMF and running on the device? I appreciate this will vary based on the game and the game content and the iPhone model, but i'd like to get my expectations managed.
Are we talking simple games here, or full-frame-rate wonders such as platformers and bullet-hell shooters?
Is there anything we can currently download from the App Store that someone can also share the master MMF file for, so we get some sort of an idea of the performance differences?
If you use my Splattaghoul game above - this is actually based on a screensaver i did in the late 90's using C&C. Making a game of it using MMF would have been super-easy, but coding everything from fresh by my developer friend meant it took some time. But will the MMF iPhone exporter ever get that sort performance as achieved using Apple's dev tools direct?
Rob.
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Hi Francois,
I have both a Windows 7 phone and xbox360,mmf2 pro and would love to be on this beta...
Rob