Posts by Mephistus

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.

    While I was porting a very big app to Android I came upon a limitation. Seems like when you go Above 32768 images, Android builds start corrupting newly added images to the point the game won't run anymore, same happens with macOS builds, it seems. This does seem very misleading since there isn't a warning that you're coming to an image limit of some kind, the app builds but doesn't start on any device.
    Are there any workaround this issue?

    The .apk size limit to publish on playstore is 150 Mb, I am sorry to be the one to tell you , I was extremely nervous I found that out when I tried to publish my game, same size limitation applies for android bundle ...

    I know about the size limitation on the Play Store, I won't publish my game there, I'm distributing my apk through pledges to my patrons, so that won't apply to me.

    that size sounds like its insanely un-optimized

    It isn't though, the game is really a monster, there's 2D cartoon animations with thousands of frames and voice acting.

    The game client that users initially download and install can have a smaller file size requirement. The larger and more professional games will have a smaller download size, and then once you boot up the game, it downloads the latest patch, or at least the bare minimum of files it needs. Some of Nintendo's mobile games do this and can be over 1GB in size when done.

    For optimization, try reformatting your graphics assets and animations to a compressed size before bringing them into Fusion. Same for audio files, have them already compressed into an Android friendly quality for playback. Can you get away with a lower resolution? Can you reuse some assets throughout the game? Are there Android SDK specific things you can do for file size and speed optimizations?

    Hope that helps some. :)

    I appreciate the response, still, I'm not looking for optimization tips. I just wanna know if the "Out of Memory" issue is a limitation on Clickteam Fusion 2.5+ for Android builds.

    The .apk size limit to publish on playstore is 150 Mb, I am sorry to be the one to tell you , I was extremely nervous I found that out when I tried to publish my game, same size limitation applies for android bundle ...

    I know about the size limitation on the Play Store, I won't publish my game there, I'm distributing my apk through pledges to my patrons, so that won't apply to me.

    The game client that users initially download and install can have a smaller file size requirement. The larger and more professional games will have a smaller download size, and then once you boot up the game, it downloads the latest patch, or at least the bare minimum of files it needs. Some of Nintendo's mobile games do this and can be over 1GB in size when done.


    It isn't though, the game is really a monster, there's 2D cartoon animations with thousands of frames and voice acting.

    For optimization, try reformatting your graphics assets and animations to a compressed size before bringing them into Fusion. Same for audio files, have them already compressed into an Android friendly quality for playback. Can you get away with a lower resolution? Can you reuse some assets throughout the game? Are there Android SDK specific things you can do for file size and speed optimizations?

    Hope that helps some. :)

    I appreciate the response, still, I'm not looking for optimization tips. I just wanna know if the "Out of Memory" issue is a limitation on Clickteam Fusion 2.5+ for Android builds.

    So, I'm currently making a game that is very big. in fact it's now over 1GB in size and whenever I try to build an apk I face myself with an "out of memory" error.
    The same game builds just fine with Exe and Mac files, but not the apk. However, Taking away some frames leading the apk to be 900Mb, works.
    I assume there's an 1GB limit on the apk size? Are there any way to work around this issue?

    I'm having the java heap space problem when building my game in flash build.
    I didn't had that problem before, but I think as the game became bigger and bigger I can't export it as a whole anymore.
    on jvm.config, java.args is set like "java.args=-Xmx1024m"
    if I try to make it "-Xmx2048m" or anything bigger than that I get the following:

    Code
    Error occurred during initialization of VM
    Could not reserve enough space for 2097152KB object heap


    My computer has enough memory for that, I think it might be a limitation on flash exporter or 32-bit java? What should I do? How can I export my game again?

    *EDIT*
    Fixed the issue!

    The problem was caused because Flash Exporter(which uses flex) only allows 32-bit Java(JRE/JDK), therefore, it can't reserve more than 1024mb heap space for building swf. Sometimes in a big flash game you need more memory to build than that.
    The fix was a workaround to make Flash exporter accept 64-bit Java JRE/JDK, so you can reserve more memory and build your big-ass flash app.

    If anyone wants the fix, I can provide. Just ask =)

    Quote

    Is there a reason you are attempting this? It might help others find a solution if they knew what you are doing this for.

    One of the reasons is to bypass size limitations on some game portals. Newgrounds for instance, downloading resources from outside would make me not to worry about game size anymore.

    Quote

    What language do you use to program the extensions? C/C++? Or HTML5/Actionscript?

    Are you completely closed to the idea of non-Flash/html5 extensions?

    The idea I have right now is to develop API integration extensions, I don't know much about other API integrations outside of the web-browser (HTML5, Flash) area. But I would be open for it if there's demand.

    As far as I know, AK jump height is based on how long you keep pressed the jump button, you can go really high if you hold the jump button, or you can do really small short jumps.

    I would say you have to put a really low deceleration and acceleration, and that's what makes Alex Kidd feels like it weights a ton.
    You have to mess a lot with gravity as well, like I said, it's trial and error. But I believe it's possible to make a very approximate physics to the original game only with Fusion basic physics engine.

    I happen to be a speedrunner for this game. There's an editor avaiable online called KiddEd which is a level maker for alex kidd in miracle world. it gives a good idea how RNG works into the game for janken fights and everything.

    The best option would be to do the physics like our friend above said. Trial and error. I believe we can come with a very approximate physics to the original game. I don't know if can be avaiable right now, but you can carry a long deadline you can contact me on PM and we can discuss details.

    Quote

    I would be interested in a Newgrounds API that supported medals, saved data, the passport function, and ads for Flash. I would buy that. Not really interested in others. Newgrounds currently has an API for HTML5 that is in Beta, but it's about to be released. Any API for Newgrounds for HTML5 should be put off until that is released.

    As I read, the HTML5 API is currently unofficial, fortunately, Newgrounds is making the API 3.0, that which, if I understand correctly, will work both with Flash and HTML5, not sure how that will work out on my end, it may be easier to develop a fully functional Newgrounds extension, actually. I'm gonna wait until that happens 'til I start working on the extensions.

    I'm currently working with extensions development at this moment, and as a part of one my freelances I've done a Newgrounds medals for a friend that asked.
    As I've seen that the older Newgrounds Flash extension doesn't work anymore, what's the interest for a new updated version of it?

    Also, there are many extension API's that I believe are not yet implemented/or are outdated (Kongregate, Armor Games, etc..)

    If you're interested, would you buy it? Which API's integration you have more interest?

    For information, I'm up to develop extensions for either HTML5, Flash or both.

    I'm raising the current interest and thinking about developing and putting the extensions for sale on ClickStore, but I'm open for any kind of offers.
    In any case, just reply to this post or contact me via PM.

    Thanks!