Posts by grimmy

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.

    Hi all, I made a group on Facebook whereby devs can help other devs by reviewing their apps and games. In turn, other members will hopefully review yours. Stars for stars. You get the idea.

    I made it because I know that every little helps for us devs and it's something easy to do. I'm trying to grow the group so its more effective for everyone so please do join us and share with your other dev buddies to get them to join too.

    The link to the group is here: Please login to see this link.

    See you there!

    Cheers
    Simon

    Hi, I'm trying to find a way to take (and save) a screenshot that is upscaled ie..if my game is 640*480 I might want a screen saved at something like 1920*1080.

    Is there anyway to do this (preferably in a web build)?

    Oh..and also the possibility of grabbing shots that are much bigger than the users monitor resolution.. :)

    CHeers
    Simon

    Trying to scale an active to match the screen dimensions. The height scales correctly but the width scales to about 90% of the screen. Whats wrong?

    * Start of Frame Active 6 : Set position at (0,0)
    Active 6 : Set Y scale to ScreenHeight( "Android object" ) / OHeight( "Active 6" ) (Quality = 1)
    Active 6 : Set X scale to ScreenWidth( "Android object" ) / OWidth( "Active 6" ) (Quality = 1)

    The hotspot/actionpoint of the active is top left.

    And why on earth is there not just a Set X Size (in pixels)? It would be much easier to do.

    Cheers

    Clearly there are tons of device aspects so I want my actives to be pinned to the edges/corners of the screen but not be stretched etc. At the same time I dont want any black bars. I'm runing on Android and I've tried all the display options available (Fit Inside and adjust window size etc) but none of them seem to do the desired effect. WHat is more is that there are settings in the main application tab like Change Resolution Mode/ Resize Display to fill window and Keep screen ratio which just confuse everything.

    Anyway, I think I've tried most combination on an actual android device but I cant get it to work.

    I don't mind programmatically positioning/scaling elements but its hard to know what base display I should be using. I don't want anything stretched by default unless I code an individual object to do so but I want to be able to access in code the
    entire device frame.

    Anyone know best practice? Cheers

    Hi, for my next project I'm looking at the best ways to control lots of UI sliding menus containing various content (images, text etc) in Fusion. I tried the Object mover but it doesn't seem to work correctly (not all the objects above it get moved for example- Anything larger than the default active size it seems). It would be exactly what I need if it worked.

    Is there a better way to move collections of graphics/text etc (a menu) all at once? Best practice?

    Moving Whole Layers? Possible
    MOving a SubApplication as a panel (possibly quite complex and confusing?)

    Cheers

    It all sounds worthy of a blockbuster movie. I have reported as a false positive and I think my customer uninstalled 360. All good! Thanks everyone!

    Cool. Thanks. :) BTW Volnaiskra I tried to reply to your private message but it didn't let me for some reason. Thanks for everything. I launch early access on STeam at the start of the month and I'll probably go to full launch quite soon. Lots of updates :) Cheers
    Please login to see this link.

    Hi one of my customers is saying that this file is being blocked by 360 Total Security and each time the program starts the file (.dll) in a different folder so he cant add it to his trusted files.

    This file wasn't part of my installation so I was wondering if this file is correct in being there...and how/why does it keep moving?

    I guess I'll need to report the file as a non positive to 360 total security.

    Hi, is there any update on this? (Yves :)) I am constantly running into the same issue over and over again where one child event sets a variable and the next child event resets it again. Without some kind of 'break' ability this is a real pain to get around each time.

    Cheers

    Okay thanks I got it working. I think the thing that really threw me was that I actually needed to create an event : if falling object collides>Stop.

    I think I was confused because it doesn't seem intuitive that's all. Firstly, the event doesn't actually 'stop' anything (the wording should be something more like 'react'/'respond') and secondly i would have thought the bounce/collision behaviour would be automatic anyway seeing as the objects are already assigned physics properties. ie I shouldn't even need an on collision event for them to respond to each other.

    I'm just doing some general comparisons with Construct 3 in which there is no need to actual have an event. Any physics objects just react automatically to each other. The fusion way seems like there is just an extra step for no reason.(?)

    Cheers

    Hi, I'm just trying to get a bunch of falling object collide with the ground and act with physics. I've followed all the instructions and tutorials I can find but my object (falling boxes- static movement) always simply fall straight through the ground object (Physics Background). The objects are detecting collisions (I have tested using debug) but they are not reacting accordingly. I have a physics engine in the worlds etc.. Is physics broken in the latest version? I dont know what I am doing wrong.
    Please help. Thanks

    lol, just take a screenshot of the Extensions tab in the Data Elements editor.

    TBH I've no idea how we can debug an application in Windows 10 S as Visual Studio is not in the MS store.

    Out of curiosity, did they give you a crash log?

    Here are the list of extensions..Please login to see this link.

    (I told you it would be a long list :))

    No crash log (although I have just requested one). All they said was:
    [FONT=&quot]We could not test your app on Windows 10 S because the application terminates unexpectedly in response to user input.
    [/FONT]

    [FONT=&quot][FONT=&quot]Tested Devices:[/FONT] (Win 10 S) Microsoft Surface Laptop, Acer Switch 3, Lenovo Ideapad 310T
    [/FONT]

    Windows 10 S is a limited version of Windows 10 where you can execute only apps from the Windows store. No idea if Fusion apps work on it.

    What extensions does your app use?

    Well it's probably easier to give you a list of extensions that my app DOESN'T use :) If the crash happens on user input though, it sounds like just a regular mouse object issue perhaps?

    I'd like to know if this happens with all Fusion apps though to know if this is even something I should be attempting to debug; as it will require a huge effort.

    I think I can still get into the store by stating in the description that my app doesn't support Windows S, but it would still be nice to support all those users too.

    I had never heard of Windows 10 S (Simple?) until Microsoft got back to me today regarding certification of my app. Apparently my app is fine, but it crashes on any user input on machine using Windows 10 S. Windows 10 normal/pro is fine.

    Does this happen with all exported fusion apps to Windows 10 S on the Microsoft store?

    I'm guessing it must be the case because the app runs perfectly everywhere else. Why would it crash on user input?

    Unfortunately there is no easy way for me to test or debug this myself so I've simply had to put a restriction on downloading the App for Windows 10 S users.

    What could happen perhaps:

    - for some reason there is a file virtualization system for Windows Store apps (or maybe only win32 Windows Store apps)
    - when you unzip your files it unzips them to a different folder
    - when you read your files, it first tries to read them from the folder you mention (C:\Users\Simon\AppData\Roaming\) and then if it can't find them it loads them from the virtualized folder in Local\Packages\65121RuleOfF un.Makross_dfpvf59429jd6\

    Does the C:\Users\Simon\AppData\Roaming\Makross directory exist? If so try to delete it.

    EDIT: it would be weird though, logically it should first look for the file in the virtualized folder...

    I'm looking int this now and doing various tests. I will let you know the results soon. The problem is that to submit to the store it takes about an hour to certify and then to test each version. A bit of a crazy workflow.