Posts by leuvsion
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.
-
-
Hi Francois, MMF2 HTML5 project do run on the Wii U web browser (although slowly) but you can run html5 locally, I have run sample apps, all locally. I guess the difference is how each is referencing their own files?
Will do some more investigation. Apparently cocos2d html5's exported code can run on Wii U locally with some small modifications.
-
I have just added this to the bug box but thought would be good to add here to get other peoples opinions on getting this working or evening fix suggestions...
When running a HTML5 project on a Wii U (using an official dev kit) the MMF2.5 border/template appears on screen, with the following ClickTeam error:
"HTML browsers do not allow you to launch files directly..." (the same as if you try and run the HTML file on your PC locally on a browser)
I've tried selecting the 'enable offline' option before building in mmf2.5 but I cant get that to work on PC or Wii U. Should this / Can a option be put in place to bypass this check as the Wii U does allow launching files directly, this is being run on a Wii U dev kit. (one that is designed for the 'Nintendo Web FrameWork', a HTML5 platform.
Also worth noting projects DO run on the consoles browser when hosted (although slow), so I assume if we can bypass this check it should run as a local app - which can then be published on the eShop - Nintendos code samples are all HTML5 and locally run (all speedy 60fps too)
*Wii U (with the Nintendo Web FrameWork) can use native html5 code locally for apps and games to publish to their official stores.
*this occurs for all projects, even a frame with the default active object.
Any questions you have, let me know.
-
Downloading now, cheers! will let you know how it goes!
-
When I try and run a project made with this beta I get the following 1 error:
"source file 'C:\Users\Fancois\Desktop\CRunMultipleTouch.cs' could not be found' -
Hi Francois,
Hows this coming along?
Thanks
Hello,
I have been working on the Windows Phone XNA exporter today, and I have finally understood Microsoft's new policy against XNA.
- XNA Windows Phone 7 games do work on Windows Phone 8
- You can compile XNA WP 7 games on a Windows 8 machine with Windows Phone 8 SDK, BUT even it is a Windows 8 machine with WP8 SDK, it will _still_ create WP7.1 applications.
- The only way to create real native Windows Phone 8 games is to use normal coding instead of XNAI have also realized that Microsoft has TAKEN OUT of WP 7.1 SDK (and WP 8 SDK as a consequence), the nice auto-scale feature that used to enable any size of application to work full screen on a Phone. They just removed it. So for the moment, until I find a solution, the only way to have a full screen XNA app on a Windows Phone is to create it in 800x480 (which is the only resolution available for Windows Phone 7).
As the auto-scale feature is not available any more, Windows Phone 7 games when they run on a Windows Phone 8, are rendered in a 800x480 screen, and this screen is zoomed to fit the phone screen. This means that it is impossible with XNA to have games of the actual dimension of the screen (like 1280x768 for example). It will always be a scaled up 800x480. You may ask: if I set the size of the window of my game to 1280x768 it will work! No it wont : the game is rendered (without scaling) in a 800x480 surface (which means only the top-left of the application is displayed), and this screen is then scaled to fit the screen.
What I plan to do against this :
- Quickly : find a way to emulate the auto-scale feature so that any size of game window works with the exporter. The only problem is that the game will whatever the phone screen resolution, be in 800x480.
- Recreate the exporter using a library like Monogame. It is a XNA-like library, free, that will allow the exporter to create native Windows Phone 8 games.Please keep posted, I add to this thread when I discover new things.
-
Hi Francois was I had the additional update, have uninstall and reinstalled the full thing and then the update again however the same issue is back. As you noted from your post on another thread as the 8sdk actually outputs a 7.1 game I think its best we stick with that even if we cant test on the 7.x devices as long as the windows phone 8 device handles the 7.1 game correctly it should be the same for the 7.x platform.
Does that make sense?
If unknown will submit to Microsoft and find out XD
-
Many thanks Francois! This update is very appreciated!
-
Hi Francois, the RuntimeXNA8 is working when building in SDK 8 to makes apps for Windows Phone 8 (but not Windows Phone 7.5 for me), but the new RuntimeXNA7 is not working for me to make Windows Phone 7.x apps on the 7.1 SDK (I can't test on sdk 7.0).
I get error: the configuration data for this product is corrupt.
Please keep up the good work
-
what SDK are you using dobermann? you on 7, 7.1 or 8?
-
hmm, all is working good on my windows phone 8 device, but on my windows phone 7.5 I get a
"the configuration data for this product is Corrupt. Contact your support personnel." on SDK 7.1 or
"connection to the device failed. For connecting to Windows Phone 8 device - deployment failed because no Windows Phone 8 phone was detected. Make sure a phone is connected and powered on. For Windows Phone 7 device - The configuration data for this product is corrupt. Contact you support personnel" on SDK 8.0 (works build to Windows Phone
Was you able to build to Windows Phone 7.x? do you think this is my PC/SDK setup?
-
Yes this is working! thanks so much Fancois! working for me on my Lumia 920 (Windows Phone and not only does it fix the freezing issue but adds FAS to game does not reset! so happy, lots of Windows Phone games coming soon from Leuvsion
-
Yes i agree, its been months though (atleast since windows 8 launch)
Sent from my RM-821_eu_euro1_342 using Board Express -
Hi Dobermann, I get the same freezing issues mentioned. To note I am running Windows 8 however when I log into the Windows Phone Dev Center the only sdk's available to download are: sdk8, sdk7.8 and sdk7.1 no mention of the sdk 7.
after some web searching found this article to run sdk 7 on windows 8 (is not supported): Please login to see this link.
EDIT: the above link refers to the 7.1 SDK also, anyone have a working link to the 7.0 SDK if its the only way the XNA plugin works?
-
Super Smoothie 2 has launched as a free universal app, fully optimised on all iOS devices. The game is a bizarre mix of block swap, blackjack and RPG stat building, best way to understand the game is to download: (please let me know what you think!)
Please login to see this link.
Please login to see this attachment.
Please login to see this attachment.
Please login to see this attachment.
Please login to see this attachment.
Please login to see this attachment.
Please login to see this attachment. -
That's great news Francois, however I don't think we need to panic about XNA on windows phone, it works fine on windows phone 8 which has only recently released, so we have a few good years at worst, apps using it still look and perform great at least for games which I assume what most of us are using it for
slightly off topic do you think the HTML5 runtime could be used to compile apps for the windows store for Windows 8 and Windows RT? (HTML5 being one of the languages compatible with the runtime)?
-
I can replicate this issue with 1 animated (so I know when its crashed) 32x32 object in the middle of a blank frame, 0 events.
-
Thank you cant wait to release my recent games to windows phone
Sent from my RM-821_eu_euro1_342 using Board Express -
I actually have brought it up a few times, however I cant stress enough how big of an issue this is, please ClickTeam you are making me feel like a paying beta tester.
Here's a video of colej_uk's MegaCity showing the freezing issue on 3 devices: 710, 800 and 920.
Please login to see this link.
-
heya colej_uk, cheers for the reply, and cheers for the great game, if there's any frustration following its not aimed at you but at ClickTeam.
I have tested it also on a Windows Phone 7.5 phone and the issue is consistent.
Please note this atleast affects the flagship Nokia Lumia 920 (Windows Phone and the Nokia Lumia 710: (will test on some HTCs tomorrow)
1)the game runs fine on first launch
2)exit the game either via the back, start or search
3)now use the back button to go back to your game, or if you have used a few apps since, hold back to get to the multitask screen and select the game again
4) the game is frozen. pressing start and going back will not unfreeze or reset the app! the only way is going back into 'games' and selecting it from the list this will reset the game. (the reset itself I don't mind so much , although it would be nice to take advantage of the going to sleep/wake up mode, having a paying customer coming back to a frozen game every time is so unprofessional.)colej_uk can you confirm if this happens on your phone(s)?
Many thanks, i'm not happy releasing any more apps like this and seeing as this is a paid extension makes me annoyed (feeling like a beta tester) we keep hearing they are too busy working on newer products too fix this.
It does exit the game when you press the home button. I wasn't sure whether this was a 'crash' or if it was just that the runtime didn't support the game running in the background.
To avoid problems with this, I built the game so it saves as you play, meaning when it quits the app you can resume your game if you go back to it So it actually shouldn't be a problem with this game. However, yes I agree if it's possible to have it stay open in the background that would be useful.
And thanks btw!