Hello,
A bit of an issue with the Mac version, I'd say - It still uses the identical Windows keyboard shortcuts, making it very confusing and frustrating when trying to copy and paste. On every...
Type: Posts; User: DistantJ; Keyword(s):
Hello,
A bit of an issue with the Mac version, I'd say - It still uses the identical Windows keyboard shortcuts, making it very confusing and frustrating when trying to copy and paste. On every...
You do, but you can apply for a discount.
BE WARNED: It's still running in 32-bit, which means if it isn't updated to 64-bit a few months from now, it won't work on MacOS Catalina.
Chris got it all sorted out for me. Cheers!
Hi Simon, as I said before I never received either e-mail and they were never in my junk folder either. Could you try sam at freakzonegames dot com maybe?
Hey guys, I still didn't hear anything from this. I didn't receive any of your e-mails, are you sure you used the right address?
In the exporter. Would still be handy to not have to use a VM when I open up my old stuff.
So I never received any e-mails, neither are they in my junk folder. Is there any way we can do this since your e-mails aren't coming through to me?
Well, thank you. I appreciate that. Never received either though, not in junk folder either...
Not received an e-mail at any point. Not in junk folder either. Why would you have sent it twice anyway?
Mac exporter still doesn't support the Steam extension does it? If not I'm not interested...
Yep. They make you pay again even though it's just running in a WINE wrapper... And yeah, I'm still waiting for a response to my upgrade request as well. I only even use Fusion for legacy stuff...
It's more convenient to not have to open a VM of course, but the "Mac version" (just a slightly modified version in a WINE wrapper... not even hiding that fact) actually runs slower than it does in a...
Hey guys! I could write an essay on why I switched to Unity, but long story short, I had the time to actually learn it and brush up on my C# and learn to properly program and be in full control of...
Hey guys, that link is now broken, I don't know where to find the DLL files.
Yup! I did! However AVGN Adventures 2 is being done in Unity, not Fusion.
Those don't really bother me, but I should probably take them out. I also noticed that CTRL brings up the pinch gesture simulator thing still. XD
Oops, I just realised I put this in the wrong part. Can we move this to "Desktop Releases"?
http://cdn.akamai.steamstatic.com/steam/apps/350780/ss_9b938af68bae225e2d6ad34df30adfffe3aa69fe.600x338.jpg?t=1438296466
https://www.youtube.com/watch?v=A97wtLj2ot0
What's up, people! It's been...
Aha OK, thanks! And you say just buttons 1 and 2? On MOGA, is button 1 A and button 2 B?
By the way, in regards to your removing the touch interface if the controller is connected, I plan to do...
Ah, interesting... Thank you for your help, Koji! :)
But nothing seems to respond to any buttons at all in my game. Perhaps my controller isn't compatible? It's an 8bitdo NES30, in iCade mode.
Hey guys, I noticed the changelog reports gamepad support added in iOS. However I'm not entirely sure how it works. I have a bluetooth controller connected up to my iPad but I'm not getting any...
I can't attach an example as my work is under NDA, but how do I post a bug now?
To reproduce - Put touchable items on a non-scrolling layer (co-efficient of 0,0) and detect a touch doing anything...
Hey guys, I was just trying to do an update to MANOS for iOS, I updated to the latest beta (since the last stable version can't even compile from XCode), and touch is completely broken for a...
What does this mean? Does that mean support for physical controllers?
Jesus, this is getting bad, ClickTeam, people actually can't even compile and they've been waiting a long time to get it fixed with no response. Fusion 3 you say? Do you think we're going to buy that...
Yeah, it's 1136, it was a typo, but I can't go back and fix it :-/
Yeah, I figured CT could take my Objective-C code for the iOS one and adapt it to work with the Android one so it can use the same extension in MMF.
I made the original, but I don't have the time to update it, so I sent the source to ClickTeam. But I'm not sure why it's taking them so long to fix it, it should really just be a case of adding...
Actually, not worth doing. On each of those consoles, the browsers are completely different to any of the dev software. The Wii U's browser has none of the stuff that the Web Framework does. Running...
For AWESOME Land and MANOS I used the Platform Movement Object, that kept me from using too many fastloops and things for better performance. Then I always enable 'collision with box' for my...
Maybe contact Kenji at Kenji.Hirata@nintendo.de, Kenji's really helpful and sometimes gives them a push if they're being a bit slow.
Once I have a dev kit I'll let you guys know if I get the HTML5 stuff working.
I've moved onto Unity now anyways, but it'd still be handy to not have to boot up Windows to edit my older stuff. I've paid for Parallels for that purpose now though.
Fusion isn't native code, it uses interpretation just like GameSalad.
Of course, we'll always have to export an XCode project, otherwise we wouldn't be able to submit to the iTunes Store.
I've used TestFlightApp before and several other Fusion users I know have as well, so it works fine. We didn't have to change anything, you just have to make an ad hoc build in XCode with the right...
Cool, good luck with it! :)
Hey guys,
I was just looking at other software dev tools (as I do from time to time) and I had an idea to suggest to CT for better iOS deployment and testing...
Currently to test on an actual...
I don't know about free, but they did say easier to get ahold of, I'll find out when they phone me this week.
Look up uScript and Antares Universe Unity plugins. These replace the coding in Unity with events and actions like MMF's.
Those examples are impressive for MMF but you could have made them in an...
You're bang on, MuddyMole! 3D in MMF is making a crazy amount of extra work for a much less impressive (and much less efficient) result. Are people really THAT code-phobic? Or just so tied down to...
To be perfectly honest, once you start doing full 3D in MMF, you're actually making things more difficult than they would be in using a 3D development environment. Using Unity with a visual coding...
About 20 people already have... *sigh*
I think Global Values all use integers, and if you supply a float they get rounded (though I'm not sure of the rules of how it is rounded).
The best thing to do is set your runSpeed value to 10*...
http://www.bluecloudsolutions.com/blog/flappy-birds-smoke-mirrors-scamming-app-store/
Yeah, I liked Flappy Bird, though I felt a little jealous of the success of it and cheated by the bot activity around the time of its popularity surge.
I'm sure we've all had the idea for "tap to...
I actually did :-P but never put it online, cause I got integrity... XD
Well, there are already Fusion-built games on Wii U, but they were ported manually. Knytt Underground is an example, and A.N.N.E and Two Brothers are on the way.
When I get my dev kit (for Unity...
Though, if you wanna be original, you could always not clone Flappy Bird at all... ;-P
For infinite scrolling, set your virtual width to -1 and set your layers to wrap horizontally.
Yeah, lol, flappy bird isn't that complicated, you could make it in an hour :-) just read into X and Y co-ordinates, use a value that you always add 1 to, and add that value to it's Y co-ordinate so...
I'm sure it won't be long. I'm still using my Windows laptop when I need to open MMF for the time being.
I think exporting to all major consoles is a bit farfetched to be honest, they'd be a lot of work and a serious console dev who is willing to shell out for a dev kit is usually going to go for Unity...
Yeah, my whole point was that there's already an HTML5 exporter so it'd be a very small job, just like the OUYA features of the Android exporter were.
Very good point, Aeolian, and 4 million users is a LOT to sell to, especially with the high visibility you get on the eShop.
Yeah, I should imagine we'd be able to import the HTML5 project directly into the Web Framework IDE with only a few tweaks anyways so as you said it could use an object like the OUYA object for...
Actually it's only the dev kit you have to afford now, and you can often find ways to loan one.
About dev kit costs, what you have to remember is that by providing console support, you're inviting in higher end developers too, people starting businesses etc., and like I mentioned, people would...
Hey Francois, if the Nintendo Web Framework will support Fusion-built HTML5 projects (and won't slow down too much due to interpreting the .cca file inside the package) then with a bit of JavaScript...
They've opened everything up for indies now, it's all pretty simple now apparently, and there are devs on there with no experience, and there's no obligation to make anything :-)
This is a feature we definitely need, most competitor development environments have this feature.
It SOUNDS like you have something changing to a different animation? Then you're setting it back to stopped again, in the same loop. Do you have any other "change animation sequence" actions in your...
Jacob, you're talking about unlimited scrolling? That can be done super easily with "Wrap Horizontally" in the layer properties, works great with backdrops but it may require repositioning active...
Hey dude, check the "global" property in the object's properties, and put any events you want the same in every frame inside of the of it's behaviours. That'll sync it across all frames :-)
Apparently there's a new system in place so that indie devs using HTML5 or Unity can loan a dev kit for much cheaper.
So, I don't know if you guys have heard, but our big competitor, Scirra Construct 2, have released a Wii U exporter.
How did a 2-man team put together a Wii U exporter so quickly?
Well....
Ahh, yeah, I get ya.
My Parallels trial just ran out so I'm also kinda "Do I buy parallels or save my money and wait?", though I do have a Windows laptop I can use to tide me over probably.
I had to merge all the .h files into one and all the .m files into one in the end. I separated them with //comments to make it clearer.
It's cool, give them time. It's better they squish any bugs than we rush them.
Since it's running through Winebottler, likely CT would only need to make Mac installers for the exporters, otherwise they should all work.
Is it silly that I'm actually kind of excited for the Mac editor? Something about being able to use Fusion without a naff Windows machine or virtual machine solutions gets the game dev nerd in me all...
I'll PM you with the source for the iOS one so you can merge them, do you have access to a Mac so you can edit in XCode?
Sure man, did you do the Android one?
I never updated the iOS one for 2.5 but if anybody wants to I'd be happy to provide the source code. In fact the creator of the Android one could probably integrate it into the iOS side to merge them...
Aha! Does that mean extensions will already be compatible?
Is it running through Wineskin?
Hey guys, do we have anything resembling an ETA for Fusion 2.5 for Mac?
Hey guys, I'd advise against using WINE, I use Parallels Desktop 9 instead, it's pretty damn sturdy, and it lets me switch between full screen and a Window and such, the only downside is that...
Has somebody updated the extension for 2.5? I haven't really touched it since I released it, as I have been so busy with AVGN Adventures and stuff...
That's odd... It's still working a treat over here... Have you googled the error message?
I was dedicating 4GB to my Parallels - 4GB to OSX and 4GB to Parallels, but I've found I can drop it to...
So I upgraded my Mac. Instead of iMac this time I went for MacBook Pro, got the one with the highest specs (8GB RAM, i7). I've got parallels desktop running on it now, 4GB dedicated to it. It all...
Export the new .cci file into your XCode project folder to overwrite your current one (use he XCode Application build setting), then you can upload the XCode project again, just change the version...
Because it's going outside of the visible area. Just centre the camera where you want it and move all your objects to the desired position.
You need to center the camera. Start of Frame: Center horizontally at X = Frame Width/2, Center vertically at Y = Frame Height/2
You can't, unless you use the "get device" extension, but MMF will automatically scale down the graphics for you.
You don't need to do any of that, the game is stretched to fit the device screen at whatever resolution.
Hey guys,
A number of users are reporting lag from my game, here is how it's being described:
"loading times when i select new game, menu options, etc. when this happens in the process manager...
Jeff, I have the source for the old extension...
The old extension is kept private because when built it contains the Steamworks SDK which is protected under NDA, or at least was at the time of...
I have the iCade Mobile, but since it was designed for iPhone 4, my 5 doesn't fit into it, lol, so it's great to see a resizeable one like this coming out. I'm surprised they didn't go for the...
Excellent stuff. Thanks guys. I'll be upgrading to a new iMac with 16GB in a few months time, I just got the new iPad Air so I'd feel guilty if I spent anymore money, lol
So here's an interesting thought, most Android devices use the same standard bluetooth controller support, so I was wondering if the OUYA controller is the same as using any standard bluetooth...
Hey guys, I'm upgrading my Mac soon, just wanted to check how Parallels is running with MMF now? Are we noticing any more problems? I'm probably going to be ordering my new one with double the...
Thanks for all the suggestions guys! In the end I went for a selection of window sizes (small, medium, large), this way the users couldn't distort the window or scale to a factor that looks horrible...
I can get behind this one too, it'd definitely be very handy if we could get supporting Google Play Games soon in the same way we can Game Centre on iOS.
MMF2.5 is coming to Mac :)
Hey guys, is there any way to enable or disable "thick frame" at runtime?
See, in Maximised window mode, if "thick frame" is enabled, on my Windows 8 computer the taskbar shows on screen over the...
Hey dude,
What's happening is that your 'User clicks on item' events are both triggering in the same loop, so they click on it once and it goes up, but in the same loop it sees that they're now up...
Just so you guys know, the offending frame has no transitions.
A second crash report appears slightly different
'avgn-test.exe': Loaded 'C:\Users\Sam\Desktop\avgn-test.exe', Binary was not built with debug information.
'avgn-test.exe': Loaded...
'avgn-test.exe': Loaded 'C:\Users\Sam\Desktop\avgn-test.exe', Binary was not built with
debug information.
'avgn-test.exe': Loaded 'C:\Windows\SysWOW64\ntdll.dll'
'avgn-test.exe': Loaded...
Hey, thanks, I looked up that topic but unfortunately that didn't fix it. However my user already had an xinput1_3.dll in there apparently. DLL conflict?
OK guys, I have a strange problem which needs fixing ASAP, I mean, it needs fixing yesterday really.
See, my users have DirectX installed just fine, and my game runs just fine for them, BUT, if I...
I'm pretty certain it'll be HTML5, since it runs on Windows 8 and everything with Windows 8 is HTML5 based.
Yep. That's what I'd been doing.
Thanks! On iPad the buttons automatically shrink down, unfortunately there's no option to check if you're running on an phone or tablet on Android. :(
Hey... In that OP pic is that Twinsen from LBA?
Did you clean the project before building?
Yeah, same here, the touch scrolls back with the frame, aligning it with the left button, the character starts moving left, the touch scrolls with the frame until it's over the right button and that...
Hey guys! I have a new bug to report. This is on iOS only, not Android, and I believe it wasn't present until this build (or a recent one).
Multitouch has new issues when scrolling. The start of...
I can now confirm that this is fixed in the latest beta. Must have been to do with the min/max values.
Thanks Jeff. I will have to revert to the stable build so I can continue work, but I am also a beta tester, I will try to maybe install the latest beta into another computer to test on there,...
Any thoughts on this, CT?
Didn't the PS Vita exporter get cancelled?
The latest update (257.22) completely breaks this widget (Nifflas' version). Take a look, it completely destroys it, both keys move the character right (sometimes at intense speeds) and the jump is...
Hi guys. So I can't supply an MFA of my game because I have signed NDAs, but I can supply an MFA of the same decimal-based platform movement code I based it on (Nifflas' example) which is also broken...
This is weird, I'm wondering if this is what's breaking my platform engine (based on Nifflas' one). Nifflas' own platform engine seems broken now too. Moving left seems to now move the character to...
It's at least partially the OUYA. It's a pretty terrible system. It takes your game, scales it up to 1080p (which we already know struggles with Android, particularly for non-smooth upscaling), then...
Hmm yeah, mine seems to slow down with fastloops that check for overlap.
There's not much point in CT making exporters for platforms which require an expensive dev kit, at those costs you might as well hire a programmer, and CT wouldn't make enough sales for it to be...
You shouldn't have to apologise, OUYA was never even promised, it's just a nice bonus.
I'm guessing OUYA has its own separate API for this stuff, I doubt it uses Google for in app purchases... Does anybody know? I could look it up but I'm super busy with AVGN right now. When this is...
I've applied!
I've found that the best thing to do for porting to XNA for XBox is to lower the maximum number of actives at runtime (for particle effects etc.), deactivate all off screen and avoid fastloops...
Hi Francois, really sorry I didn't get the MFA to you yet, I've been so busy the past few weeks getting the AVGN Adventures demos ready for E3 and SGC. I will be sure to get all of this to you ASAP :)
Interesting stuff, Francois!
I found that my game worked fine in XNA until I introduced a handful of fastloops. Those knocked it right down to 1FPS like you mentioned. Based on that I'd say people...
Hahaha, awesome man, I'll download this.
Thanks Cole. If you put the game out, sell a bunch, then later send this off, do you get all the withheld money from before?
This is very relevant to me as Nintendo have approved my game to be ported to the system, and the HTML5 exporter can be the difference between whether I can port it myself or have to hire a...
Sure. Great job fixing IE!
HTML5 most likely.
Build and run doesn't work on all devices (if your device does work with it you may need to change some settings to get it to work, maybe somebody can chime in with those instructions in here?), what...
Hi Matriax. What I do is have an invisible object which always stays under the player's feet, if that's overlapping a moving platform and the player isn't jumping (not sure how to detect if jumping...
I've sent it via PM :)
OK guys, found LOADS of issues with RC1 after testing on multiple browsers on both PC and Mac :)
On Safari for Mac, although I have deselected 'smooth resizing', it still uses smooth resizing....
I'm approved for Steam :-)
Hey Jeff, sounds good, I'm very busy with AVGN Adventures but I'll need to integrate Steam support anyways, so I should probably be able to do it :-)
Manually. There's an example you can use. http://www.diybandits.com.au/MMF/tutorial_textblit1.html
Yeah, I guess I can probably write one myself :-) Was just thinking about saving time.
I've been greenlit, but looking for this extension had me going to James, who sent me to Nifflas, who sent me back to James... =/
Custom fonts are a pain on Android because you have to use a different type of text object if you're using a custom font, so unless CT change the string object to use that feature, or somebody...
By the way, the HTML5 option has disappeared for me and reinstalling doesn't bring it back, so I can't make the test MFA until the update. :/
Sweet! New Cocky Culture game! Downloading now!
Hey Francois :-) I'm going to be away for the weekend so I'll try and get whatever I can to you in the week.
It's the Platform Movement Object, not the built in platform movement.
Hey guys! So I'm back with some HTML5 updates. This exporter is pretty amazing currently. Seriously good job.
The issues I'm spotting currently:
- No ink effects. My enemies are supposed to...
Just got my first payment from Amazon from the Kindle Store. Was about $20. It's negligible but it only took a few minutes to upload to the Kindle Fire store and that's $20 I didn't have before. In...
I hope to, I am super busy with Angry Video Game Nerd Adventures at the moment but I hope to take the time to learn the required Java and how to build Android extensions soon.
http://www.youtube.com/watch?v=8VDCf4SkcFM
Hey guys, so this is why I've had to be so quiet about my current project so far. I still can't say much but now you all know what it is!
Didn't seem...
Hey everybody! So pleased that the exporter is finally finished; I might as well share the stuff I released while beta testing it.
http://www.manosthehandsoffate.com/images/cover.png
...
Hey everybody! So pleased that the exporter is finally finished; I might as well share the stuff I released while beta testing it.
...
I'm still getting 1 star reviews reporting the black screen, mainly on Galaxy Note 2 and Xperia T... This is bad, guys...
I did the same thing with AWESOME Land, I grouped all my tiles into much bigger ones wherever I could, it improved performance drastically!
Great to hear the HWA issue is fixed! I may upgrade my Mac and buy Parallels now. Haven't decided if I want to just add more RAM or save up for a better Mac since this one is getting kinda dated now.
It sounds like collision masking, have you tried turning fine detection off for the objects?
I've made and released a pretty complex platformer called AWESOME Land with bigger levels than that in high resolution, with 60FPS and VSync, you just have to be relatively conservative with your...
Heya, I'll take a look. I did go and read the method definition in Visual Studio 2010, it appears to take about 6 arguments instead of 3 (perhaps since the update?). I know a good bit of C++ and...
https://dl.dropbox.com/u/27148256/debug/IMG_0063.png
You all probably know it's not supposed to look like that... The XNA exporter seems to not want to take any resolutions lower than about...
Hey guys! So I got the XNA exporter! I've noticed a pretty glaring issue already though. I have enemies which, when attacked, flash between inverted and normal. The way I achieve it is by toggling a...
Twitch, whenever I try this, I get "No overload for method 'Draw' takes 3 arguments' and it won't build...
I have looked into it and its something which actually can't be done on Android without problems and setbacks, even native apps have major trouble with it, so text blitting is pretty common on 'droid.
I used active objects for text blitting, not an extension, this is what most games do anyways. There's a really good widget/example out there which you can use.
I've had a couple of reports of this also...
Yup, and you need to be using a different text class in the coding. In the end I just used text blitting.
It'd probably freeze up, lol, but "vibrate" is just a short vibration. Even if you could get a constant vibrate I think Apple are strict about how it can be used due to battery use etc, so your app...
Yup, it's really weird, MANOS runs worse than Awesome Land on Android, because it's scaling up from a lower resolution. I'm sure it's something which will improve with updates as CT work out better...
I do the same as ProdigyX, I build it into a Dropbox folder and then load it from the Dropbox app or website.
Nice find! I was about to test this on my Kindle Fire but it looks like you've figured out the source of it. Perhaps make a new thread "[RC6/release] Joystick causes objects to disappear" or...
It's fixed now though.
Can I just say, I love the game but I share PhoneCats' sentiments that the joystick is really awkward, any chance of getting a d-pad?
Hi Koji, I will give it a try tomorrow or Monday. I use a Kindle Fire so it's 1024x600.
About 750 copies each of both AWESOME Land and MANOS now. Really not bad, much better than I was expecting for Android!
Hey guys, this has been updated now to run at 60FPS and includes an autosave :)
Bumping to confirm that this glitch no longer appears as of RC6. Great job!! :)
I saw the thread but that issue has been fixed for a long time now, I'm not sure why you're getting it with this game.
Thanks James :)
Hey James/CT,
One last thing I can find, the pause feature, on iOS if you use the "Pause and resume when any key is pressed" function, it pauses the game and resumes upon tapping the screen. I...
I just wanted to bump this topic, because I don't think this has been dealt with yet.
Ah thanks James! Well it's great to know that I can still fix the problem! :)
Hey guys. Holy crap this exporter is in a good place right now. The Galaxy Nexus issue is fixed and I actually can't find anything wrong now, except for this ONE thing, which is that since fixing the...
Yeah, no offense Koji but give a guy a break... We're here to help not to grill, we know this software is in Beta so by working on our games and releasing them we should know that we have to be...
Can anybody in clickteam confirm what the process is to get it to export a non-compiled APK? I've tried most modifier keys with no luck.
Sweet! It's released!
http://www.youtube.com/watch?v=XTw1jN0xsJw
I see PhoneCats likes it, which is always a good thing. That guy rocks.
Well, I bought myself a book on Java which I'm going to be having a whack at this week to try and get ChartBoost on Android too as well as some other extensions. :-)
Locally, with Build & Run. Should I try uploading it?
Well, I have a few shake controlled things in mind and was planning on doing something similar, but your example has saved me the time it'd have taken to work it out myself, if you see what I mean? :)
That's great that that feature has been added! Diablo, you might be interested in the "keeping things moving" example topic, which uses a global event and some math to give you a global value by...
When I try to run MANOS, this happens:
https://dl.dropbox.com/u/27148256/debug/Screenshot%20%286%29.png
EDIT: The same happens with AWESOME Land. It may be to do with the size of the app?...
Alright! With the crash now fixed, I can do this! Well the first issue has presented itself already, visible seams in motif quick backdrops:
...
Did you manage to fix this one? :) You're doing a great job!
Hi James, sorry it took me a few hours to get back to you. Yes, this works perfectly :)
Hey James, I wrote an article on it here:
http://community.clickteam.com/showthread.php?t=74189
Hopefully this should help :-)
I will send them both the MFA
Yes, it only happens on Galaxy Nexus, nothing else. I can send the .MFA where it is present.
This is hugely important, any news here? If it gets released with this still in there it'll be a defective product... Just wanted to make sure this thread has been noticed.
Any news on this? It's kinda important. It seems like the Android runtime has gone quiet and there are still important issues.
Is it a Galaxy Nexus? Because the other Nexus devices work fine, except the Nexus 4 which freezes when you use the Q&A object.
I got a further e-mail:
Okay, I was play testing, and very quickly...
I have a suspicion this may be to do with the Layer Object. It appears to happen when the scrolling stops, but I am still manually moving one layer. In AWESOME Land on some levels I have a layer of...
Hey guys,
So I'm getting mostly good reviews on the Play store for my two released games, however one thing keeps popping up for AWESOME Land - people are getting up to the first boss and then the...
Nice work Ayre!!
Yeah exactly, or I charge the client for the extra time it takes to develop e extension myself.
My extension should be pretty easy to port to Android, I will have to learn some Java though.
Yeah, roughly 2 3rds of the way.
But it's also telling me the iOS object is in the .mfa which it isn't.