Go to application properties. Under Window un-check Heading and Heading when maximized.
Posts by mutantdude
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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I will send it to you through PM
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Not sure how multiple versions of the runtime got installed. I have completely uninstalled the Android Exporter through my computer's control panel, re-installed from the e-mail download link from when I first bought it, installed 284.10 by clicking Help -> Check for Update in Fusion, and then installed the beta version 285.2b posted today in the owner's lounge. The APK will build now but the sound problem is still there.
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The sound problem seems to be resolved. I tested the audiotest file and it works fine.
But my own app now gets an error when trying to build an apk: Please login to see this attachment.
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I downloaded the apk that Fernando posted and installed it on my phone, it works just fine. However, I also tried downloading Doverseer's mfa file, made it into an apk, installed, and that one does not work. I think it may some something to do with the settings on my end.
I made a log of my app through Android Device Monitor here: Please login to see this attachment.
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How does one provide a log?
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I am having the same problem was well with version 285.2a. About 1 or 2 sounds play and then silence. (Samsung Galaxy S6, Android 5.1.1)
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I've never had a problem building an APK in my game before, but now since I've added GPG Connector and GPG Leaderborad, I can't build. Taking these objects out allows me to build without any errors. How do I get it to work??? Any help would be appreciated!
I'm using API 14, and have Google Play Services and Google Repository SDKs installed.
Buildfile: C:\Users\John\AppData\Local\Temp\And6899.tmp\build.xml
-set-mode-check:
-set-release-mode:
-release-obfuscation-check:
[echo] proguard.config is ${proguard.config}-pre-build:
-check-env:
[checkenv] Android SDK Tools Revision 24.4.1
[checkenv] Installed at C:\Program Files (x86)\Android\android-sdk-setup:
[echo] Project Name: RuntimeAndroid
[gettype] Project Type: Application-build-setup:
[getbuildtools] Using latest Build Tools: 23.0.2
[echo] Resolving Build Target for RuntimeAndroid...
[gettarget] Project Target: Android 6.0
[gettarget] API level: 23
[echo] ----------
[echo] Creating output directories if needed...
[echo] ----------
[echo] Resolving Dependencies for RuntimeAndroid...
[dependency] Library dependencies:
[dependency]
[dependency] ------------------
[dependency] Ordered libraries:
[dependency]
[dependency] ------------------
[echo] ----------
[echo] Building Libraries with 'release'...nodeps:
-set-mode-check:
-set-release-mode:
-release-obfuscation-check:
[echo] proguard.config is ${proguard.config}-pre-build:
-check-env:
[checkenv] Android SDK Tools Revision 24.4.1
[checkenv] Installed at C:\Program Files (x86)\Android\android-sdk-setup:
[echo] Project Name: facebook
[gettype] Project Type: Android Library-build-setup:
[getbuildtools] Using latest Build Tools: 23.0.2
[echo] Resolving Build Target for facebook...BUILD FAILED
C:\Program Files (x86)\Android\android-sdk\tools\ant\build.xml:597: The following error occurred while executing this line:
C:\Program Files (x86)\Android\android-sdk\tools\ant\build.xml:538: Unable to resolve project target 'android-10'Total time: 1 second
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Is there a way to detect if the power button has been pressed on a device? (The button used to turn off the screen.) The Android Object has conditions for 'On Back Button Pressed' and 'On Home Button Pressed,' but nothing for the power button.
I'm working on a game in which I don't want the user to have the ability to pause. By pressing the power button and turning off the screen, the user can come back to where they left off later on, which I don't want.
If there isn't a way to detect if the power button has been pressed, is there a way to detect when the screen has been turned off or if the application has been deactivated?
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I have copied my app's .apk fine onto my Android device (Samsung Galaxy S6), opened and installed it. When I open the app, I get a blue banner along the top of the screen with the app icon and name. Does anyone know what this is? Is it temporary? How do I get rid of it?
Please login to see this attachment.
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I looked this up maybe about a day after posting the question here. The answer is that if you only have Apple iAds, then select no. I was 'Waiting For Review' for about a week, then 'In Review' for a couple of days. Got accepted on the very first try!
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I normally use 1136x640 for iOS games. That's the resolution of the iPhone 5, and is also a 16:9 ratio. Models higher than the 5 use higher resolutions but are still 16:9, so you'll be good with 1136x640 and then setting the display to either Fit Inside (black bars) or Stretch to fill. The resolution of the 4 and 4s is 960x640, just shorter than the 5. The display on them might be a little weird but they are older models that less and less people are using.
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I am finally at the point where I can submit my first app to the Apple App store... finally! So I've clicked on the Submit for Review button in iTunes Connect and questions have come up that I'm not sure about (see screenshot attached.)
The first two seem obvious, there isn't any cryptography or access to third party content, but I don't know about the last question. I have iAds running in the app. Since I didn't write the code, I'm not sure if Advertising Identifiers are actually included. I didn't see the ASIdentifierManager class anywhere in xcode, or anything related to it.
Which option should I select for this question?
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I found a solution. Everything I was doing works just fine; The one missing piece of the puzzle was that I was trying to access data from an unnamed group in the INI file. Adding a name to the group solved the problem!
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Is anybody else having the same issue? I'm wondering if it's something that should be put into the bug tracker, or if I'm just doing something wrong. I'm new to using the iOS exporter so I'm not familiar with what should work and what doesn't.
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I'm working on an iOS game where I want to reference a pre-configured INI file. I've read the tutorial on how to attach binary files here Please login to see this link. but I can't get it to work myself.
I've created a simple test app which contains a few counters and a load button. When you click load, those counters will be set to values stored in the INI file.
I've loaded the INI under Binary Data in Data elements, and have an event that sets the INI file to it's full path at the start of the frame. The app works just fine on the PC, but after building the xcode project and loading it on my phone, the counters don't change at all after clicking load, as if the INI was not brought over.
Any ideas? Are there any steps I'm missing?
I'm running the latest version of everything: iOS, Mac OS, Xcode, Fusion, and beta build 283.3 of the iOS exporter.
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I'm not able to open the 4shared link you have there.
I've attached an example of the moving platform using the method above, you could take a look through it to see how it's done. It uses the Platform Movement Object but you can do the same thing with the built-in one.
Please login to see this attachment.
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This issue is fixed in Fusion 2.5, however there are ways to manually do it in earlier versions.
Many many moons ago (and I mean MANY!) back in The Games Factory 1 days I created a game with moving platforms. The platforms used a path movement going right to left and the character used the built-in platform movement. I had one event that had the character stop when it collides with the platform, and another that set the X position of the character to the X of the platform (with the hotspot of the platform at the top middle, and hotspot of the character at the bottom middle.) It worked somewhat, but was a bit glitchey as the character stood directly in the middle no matter where you landed, and couldn't actually walk on it.
A better method I used in recent years is to put an invisible sensor on the bottom of the character. When the sensor is overlapping the platform, the character's X position will change to X+2, or X-2, depending on the direction. Now you want to make sure that the platform is moving at the same rate, so don't use a path movement. Instead, have it constantly moving X+2 or X-2. Use flags to control this, On to move right, Off to move left, and toggle when it hits the background or whenever you want it to turn around.
Your event editor will look like this:
-Sensor events
Always_______________________________Set X position to X (Character)
_____________________________________Set Y position to Y (Character) This all depends on where the hot spot is on the character, I normally put it at the bottom middle.-Character events:
(Senor) is overlapping (Platform)__________Set X position to X (Character) + 2
+(Platform) Internal flag 0 is on(Senor) is overlapping (Platform)__________Set X position to X (Character) - 2
+(Platform) Internal flag 0 is off-Platform events:
(Platform) Internal flag 0 is on____________Set X position to X (Platform) + 2(Platform) Internal flag 0 is off____________Set X position to X (Platform) - 2
(Platform) is overlapping the background____Toggle flag 0