This is fantastic! Thx!
Posts by iamjot
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´ve been fooling around with different joypads and my fake SNES usb joypad works great with CLICKTEAM MOVEMENTS.
My Xbox One Controller does not work any longer.
Meaning: When i use a simple active object and add 8 direction movement - i can controll it easily without any line of code
with my FAKE SNES CONTROLLER but i can not use the clickteam movement with my Xbox Joypad.
I would have to write additional code lines to move up down left right.
Anything I am missing here? Thank you! -
Cool thx. Worked perfectly!
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Hey everyone!
Please login to see this attachment.
Since I have implemented controller / joypad support in #SpaceCowboy I thought I could create a clean tutorial file of how this works for you guys on my Patreon page:
Please login to see this link.There already are a couple of tutorials & files on my page and of course news about Space Cowboy and the Supernatural fangame called UEBERNatural
All the best!
Jot
ILIKESCIFI Games -
I dont think so
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Hi everyone.
I just wanted to build my small game in the newest xcdoe (catalina) and i get the following error:Library not found for-lBox2D
linker command failed with exit code 1The building worked in a former version of xcode - am I missing something?
Thx!
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Thank you! Simple and elegant sollution!
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Thanks. That helped a lot!
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Hi. Is this still a topic? If yes - I could upload a simple example.
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Maybe interesting for everyone here. I found these sollutions: "Rend a Mac"
Please login to see this link.
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Thx Yves. I think i will use clickteam and the professional service you talked about if the pricing is good.
I really dont have any nerves left (dont know if this Austrian phrase exists in english ^^) for apple / mac / anything in that direction - if there is any way clickteam could provide a sollution with TESTFLIGHT maybe or a ios development testing from time to time, I think I would go for that. -
Since my macbook air (late 2010) got (again) kicked out by Apple to develop for ios, I wondered the following:
Does anyone of you know a VENDOR or a PROVIDER I can send my Fusion exports to to get compiled (thats the only thing i really need from my mac).
Of course as a paid sollution! Maybe there is a monthly contract or so.I do not want to buy (and cant afford) a new macbook again. That´s why I am asking.
Thank you!
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Thanks.
Any Solution on the Latest Error I am getting with BUILD 292.12?
Again, 292.11 had no issue at all building an .apk that works beautifully with AMAZON APP Store. However, Building an App Bundle, is still showing errors.
Maybe it is me? Is there a tutorial on Building and app Bundle somewhere? All I have been doing is Changing the output from my working .APKs to .AAB. Which shows the error I posted above.
I assume it is me, because if I simply make a Blank .aab application. It builds fine!
Thanks in advance...
Hey Ricky. I had the same issue. I solved it by selecting BUILD API 29 (the latest version)
Hope this helps! -
Maybe a stupid question but How can I install the Beta of a DLC on Steam?
I dont have any beta code or so - normally i can select Beta via - right click on app/game -> settings -> betas -> select beta version.*SOLVED*
Please login to see this link. -
Then you exported.. That's all there is.. unless you are talking about something else.
it's 64 bit compatible for Android and IOS.But I see you are using Fusion 2.0 Dev so idk... I use 2.5 Dev
Thx again Perry. The thing is - when I upload the apk export to google play - it still tells me the same error: that my 64 Bit version is missing.
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Just export with the latest versions.
What do you mean by that? Can you maybe explain a bit better? I exportet with version 29.
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Thank you for that tool Manuel. Works like a charm! Now I just need to find out how to export 64 bit versions