Posts by Digitalic

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.

    It is quite likely the sites that are hosting your games (such as itch.io) will only allow connections to external sites via HTTPS. This means your hosting site (where you have your PHP) must serve the data via the HTTPS protocol. You'll need to apply an SSL certificate to your domain, so you can serve your data over HTTPS. You'll also need to update any code references in your game from HTTP to HTTPS.

    How you install the SSL certificate is purely down to which web hosting company you are using - look up SSL in their help system. SSL can be done completely for free, but most hosts will charge you an admin fee (sometimes ongoing), and will often want you to buy the SSL Certificate from them for an inflated price.

    Here's an example SSL help page from Dreamhost (I'm not recommending them - just giving an example of a host that offers a free SSL option): Please login to see this link.

    It's not bad at all. You can purchase Fusion for different platforms, and you chose Steam. It's a measly $10 (will vary slightly depending on your country) to convert Fusion plus one exporter to non-Steam (and you get to keep the original Steam versions).

    That amount of money won't even cover the administration time for the Clickteam staff to process the purchase.

    Quote from Clickstore page:

    "Your original copy remains functioning. Upgrade fee works for Fusion Standard and Fusion Developer or one exporter of your choice"

    Just to confirm AND's comment; yes, you can create native Mac apps with the Mac Editor, and it also creates Windows apps natively - it's an impressive feat - I tried it, and it just works!

    Being able to develop the app on a Mac, then export it to XCode and test it on an iOS device is just fantastic. From creating the application in Fusion, to compiling and testing on a device takes seconds - it's really pretty cool.

    The only slight disadvantage is the Mac Editor is only currently Fusion Standard, and not Developer, so I have to return to Windows to use Developer features.

    The Mac editor is the Windows editor running in WINE, so the only differences will be whatever Clickteam has implemented since the WINE build was created.

    I have just checked, and my installation of the Mac editor is build R286.6.

    According to this post...

    Please login to see this link.

    ... the Mac editor is due to be on the Clickteam website "this month" (October). In my timezone, that's just under 2 hours to go! :)

    Hi schrodinger,

    Thanks for taking the time to respond to my query. I suspected that this may be the case, but thought I had better check.

    I think during testing, I'll use an INI for ease, and then perhaps, when I am happy with the levels, I will load them into an array, and save the array as a file, and then probably embed the file as a data element.

    It'll be an interesting learning experience for me, as I have not saved/loaded arrays, or used data elements in Fusion previously.

    Thanks again.

    Is there an easy way to populate an array at design-time?

    My game has level-difficulties based on the score, and the difficulty is based on elements such as speed of enemies, number of enemies, frequency of enemies, etc.

    At the moment, (early stages of the game-design) I have a dozen events setting parameters based on the score, e.g.

    If score > 10: set speed = 20, set frequency = 5, quantity = 15, etc

    Whilst implementing and testing level-difficulty, it's time-consuming to have to manually edit the events.

    It would be so much easier if I could simply type these parameters into a table, and reference it at runtime. Something like:

    10, 20, 5, 15
    20, 30, 3, 20
    ...

    Is this possible?

    I am building the game for iOS, so any extensions required would need to be compatible.

    One solution that has ocurred to me, is to use an INI file, which can easily be edited at design time, using a text editor, and then loading it at runtime (I think that this works with iOS), but I'd rather keep the data encapsulated in the app.

    I also have an idea that it's possible to load binary files or data files, and encapsulate them in the app, but I'm not very knowledgable about this.

    Any pointers to an elegant solution would be appreciated.

    Thanks in advance.

    Hi All,

    This may seem trivial, but it's quite frustrating...

    I am running the Mac version of the Fusion 2.5 Editor, on a Mac with two screens. Whenever I press F8 to run the application, it always displays on the second monitor (Fusion is running on the main screen). If I drag the debugger window to the main screen, it 'locks' in place when I run it in the future. However the main game window always starts on the second screen.

    I am not a Mac guru by any stretch of the imagination - I only use a Mac for XCode, so I don't know where to start looking to solve this problem

    I may be wrong, but I think that the Steam version of Fusion requires the Steam version of the extensions. i.e. you buy the extensions within Steam, and they are automatically added to your Steam version of Fusion as a DDL.

    I don't think the non-Steam extensions are compatible with the Steam versions of Fusion.

    I don't know if Clickteam will provide a refund, but I do know that you can convert your extension licenses from Steam to non-Steam (and vice versa) for $10 each, or you could just convert your Steam version of Fusion to the non-Steam version which would be a single purchase. There's a conversion item in the store.

    Sparckman presented a video tutorial demonstrating how to create camera shake using paths; use this as the basis for for your 'fixed-pattern' shake. Instead of drawing a random path, as shown in the video, draw the pattern that you require using the path tools. Depending upon the complexity of the pattern, you may need to create the shake in two consecutive parts.

    Please login to see this link.

    Hi,

    To use the mobile touch joystick, do the following:

    1) Ensure you have a mobile build-type selected for the application (e.g. iOS)
    2) Select the frame
    3) In the frame properties window, click the mobile device icon (right-most)
    4) Under the 'Joystick' heading, change 'Device' to 'Touch Joystick'.
    5) Tick the options for the buttons that you need.

    Hopefully you can see the attached image - I have not attached one before!

    Hope that helps.

    As I understand it, the mp3 license does *not* state that games that do not make money, do not have to pay a license fee.

    Sorry, there's a triple-negative in the above sentence! What I am trying to say is that the license does not require payment when a game has fewer than 5,000 copies distributed. It does not state (as far as I am aware), that games that do not make money do not have pay a license. The wording seems to indicate that if you distribute more than 5,000 copies of your game, then a license fee is due, regardless of whether or not it makes any money.

    I'll be happy to be proven wrong!

    Hi,

    I've been trying to do this too (I started a new thread, because I hadn't seen this one).

    It's seems odd that we can't take a game that uses the Physics Platform Movement and replace the keyboard presses with touches. I have found that the on-screen joystick works, but I'd really like to use my own touch controls.

    I will reiterate what Paul said, which is that the physics movements are unavailable (i.e. greyed-out) in the event editor, for objects that have the Physics Platform Movement assigned.

    Did anyone have luck with this?