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I'm wondering how this can be done. My game might get hosted on a specific website, and I'd like to customize the way the game behaves on that URL, so that it's a bit different than the standard version. In order to do this, I need the HTML5 game created by Fusion to read what URL the parent window is. Can this be done? If so, how? I've looked to see if the HTML5 object or Get object has this functionality but I haven't found it yet. Please let me know if you have any ideas. Thanks,
So, you don't see the boxes gradually drifting? It seems to occur mostly if the stack isn't perfectly lined up. Then things just keep shifting until the tower fallls...
Do you see that? I also set the Window settings as follows:
Yes, I have attached one now. The bottom group of events is my tinkering around trying to figure out what was wrong and how to fix it. Feel free to deactivate this group to see the original problem. The basic idea is that blocks float in from the left. Click to make them drop. The goal is to stack them. The jittery nature and sliding really only happen when built in HTML5.
I'm attempting to make a simple box stacking game and it seems to work great when testing in Fusion, but it behaves strangely when built in HTML5. The boxes are jittery and tend to slide gradually even though friction is at its highest setting. They just keep moving around so it can be frustratingly difficult to stack them. I'm wondering if anyone has insight into what might be going on. Collisions are set to box, density is set high. Any ideas are appreciated. Thanks,
Problem solved: I found out that there was something wrong with the HTML file. I'm not sure exactly what was wrong, but when I rebuilt the entire game, including the index file, it worked again.
I have a game I made a while ago that has an edit box. It used to work as expected and I haven't changed anything about the box. Nevertheless, I am rebuilding the game now and it won't allow spaces. Hitting spacebar doesn't work so all of the words get strung together with no spaces between them. Any ideas why this might be? Was there an update that changed the behavior of edit boxes in HTML5? Again, it was working fine before. Thanks,
I eventually figured out that it had to do with the timing of events being different in exe and html5 games. Now it is working because I triggered the INI events differently. Also, it appears that the INI saves to the browser's local storage rather than as a cookie. Thanks for your suggestions,
I want to use an ini object to save game data locally. It works when I test it in Fusion, but does not work when I build and run in HTML5 format. I haven't been able to figure it out, but I'm new to the ini object. Does it work with HTML5? Any ideas what I might be missing? Thanks for any help you can offer.
Hi, I'm noticing that graphics in the frame editor are looking really blurry and low quality. This seems to be a new issue as I've never noticed it before. When I run the game, the graphics look normal, but when editing the game in the frame editor they look bad. Any ideas what might be happening and how to fix it? Thanks, Brett
I tried implementing a time-based saving system and found that it works fine for saving strings but not for values or positions of objects. Has anyone else seen this? The code was set to save strings, a value, and a position every few seconds. It saves strings no problem, but won't save the others. It this a limitation of the INI? Do you have to click a button to make it work for saving values or positions? Note: Saving values and positions worked when it was a button but not when timer-based (same event other than the trigger being different). Any thoughts? Thanks, Brett
Thanks for your thoughts. I was thinking of auto-saving after reaching specific checkpoints, like every frame transition, and also maybe every 5 minutes or so. It sounds like that should be ok based on your responses. Thanks!
Hi, I'm considering implementing an auto-save feature for my games but I'm not sure how often I should save to an INI. I want the saving to work on all HTML5 platforms (computers and mobile), but I don't want it to slow down the game. How often would be recommended to auto-save without causing problems? Thanks!
Thanks Fernando, Yes, your link works well. I'm still not sure what's going on, but thanks for your efforts. I'll try to post here if I figure it out. Thanks!
Hi Fernando, Did you change any of the programming, or did you publish exactly what I sent? I'm wondering if the issue has something to do with cached files on Cloudflare... Would iPhones be caching old versions more than other devices?
Hi Fernando, The button to start the game from the title page wasn't even working on the iPhones I tried and it also uses the "if visible" condition. Are you seeing that work now? I have that in place to prevent accidental clicks. I've noticed in HTML5 that clicking an ASB on one frame will often trigger a click on an ASB on the next frame, so the "if visible" condition prevents that from happening. Why would an "if visible" condition cause the event to not work on some iPhones? Also, I don't have an iPhone so I have to borrow one to test. The program works great on my iPad though....
Not trace from your implementation, which i will need a small mfa (only the load game frame, not link inside but keep the rest) to understand what you do in your application regarding the ASB.
i turn back to my local test here using ASB and they are Ok in iPad so need this mfa from you
here is a video from my test, most of the object are ASB, buttons and scrolling backgrounds
Please login to see this link.
If I'm understanding correctly, you want me to send you a small version of just a few of the frames of the game. Is that correct? If so, here's a link to a pared down mfa: Please login to see this link. Does that work?