Managed to find a decent solution
Type: Posts; User: willy; Keyword(s):
Managed to find a decent solution
I'm trying to do simple falling water with physics similar to that of minecraft.
The water should fall down until it collides with an obstacle. A moving platform should also be able to slice the...
Any way to change the RGB coefficient for individual layers at runtime?
I seem to be able to change the RGB coefficient for all the layers under storyboard controls -> Frame -> Effect.
Yeah I'll do a couple of tests and check the difference.
Thanks, I just got one layout. Guess I could hide/show layers for multiple layouts.
Do you know if backdrops on hidden layers are totally excluded from the device memory? I am struggling to keep...
A small mobile game that is pretty much finished.
I'd like some feedback before I release, send me you email and I'll invite you on testflight.
I don't have a device that supports iOS10 and am very...
Ah of course, I didn't think of that :p Thanks!
I know I can use pvelocity instead, that value seems constant between different frame rates, but pvelocity does not support conditions for individual instances and I would have to 'compare two...
I want to limit the max speed of the physic objects, I do it like this: Active speed is greater than 30 = Set Active speed to 30.
This breaks apart when fusion changes the way speed is defined based...
Changing the frame rate seems to have an affect on a physic objects 'Speed ( "Active" )'.
It kind of screws up some things in my project if the frame rate drops, as I am basing some functions of...
Nice! Thanks, Fernando!
Any plans on fixing the iOS chartboost crashes in any of the next beta?
It works fine on android. I don't think it's a layer issue, but rather something with the solid quick backdrop. The motif quick backdrop seems to work fine.
Seems like it has nothing to do with layers, but rather the backdrops.
I changed everything to quick backdrops and it's working fine now. Can't use the gradient backdrop though.
The app is running separately from the windows runtime.
Just intended to illustrate how the scene is supposed to look.
There are some issues where the layer is not always rendered. Scrolling seems to toggle this. See attached video.
The same application running on an iPhone4S and windows:
Seems to work fine as long as you set to always spread. You can spread once if you don't plan to create more objects in runtime.
Also make sure to compare two values (Special -> Compare two values)...
You are loading the value wrong. You need to set your load action for the counter, not the ini.
You should also set the ini position, just to make things more organized.
I made a basic ini...
A brief example showing how to use flags to do what you want.
Open the sprites and note the position of hot spots and action spots, they are used to position the objects.
Yes, you got it right in that second screenshot, that should fix your issue.
There is also a PMO example that is included in the Fusion install.
I've made a simple example a while back: http://community.clickteam.com/threads/82241-Simple-cave-story-like-inventory
I've never had that overlap problem with PMO. Attach you code and I'll have a quick look.
Here's Sketchy's example on 360 degree shooting. It includes an AI example.
Nice! That's simple. Thanks.
Anyone tried doing a ios "Picker"?
Any extensions out there using Apple's own UI, or do I have to find a way to code my own in Fusion? I think that 3D look would be difficult to do....
I've made a similar example: http://community.clickteam.com/threads/82241-Simple-cave-story-like-inventory
Yeah It's probably not that serious, he is the only one reporting it among many where it works just fine.
I am using build API 21.
There used to be some physic differences between the different platforms. It should have been fixed in a recent update. Make sure You've got the latest version.
There's a user reporting that the app is not responding to his interactions, i.e "multi touch" object is not registering touch. Has anyone experienced anything like this before?
It might be...
Set Active Direct Show to load a video at the start of the frame. Choose "Use expression" when the file selector pops up. Paste in this expressio:
(set the correct video name and file type)
Nice! It's ranked #1 most talked about game on touch arcade!
What tools did you use for level editing?
It's also been available on iOS for a while:
Thanks! It has been processed and is in production. Everything seems to be working fine now.
No just the standard google android in-app purchase.
I simply forgot to limit "query inventory" to once every loop. I get the buy screen up now, but with an error. I am thinking it will be resolved...
I can't get the in-app purchase to work anymore.
The "Is Billing Available" and "On Query Inventory ready" seems to be triggering fine, but the "Purchase SKU" doesn't do anything. And the app...
Are you using Build 285.1 (beta)?
That version has updated chartboost for android, you can get it here:
Interstitial are showing on my device.
However sometimes it is missing the ad close button, so I have to press the back button on my device. And sometimes it seems to load an overlay, but no ad...
It's great that it works now. Found the solution in a stackoverflow discussion, they seem to suggest the Drive API is required by google, so don't think it can be made optional.
I got it to work. Turns out the Drive API is required, even if you don't do cloud saves. You can activate it manually like this: https://developers.google.com/drive/v3/web/enable-sdk
Ok thanks for testing. I don't know what I am doing wrong.
Also grateful for a video tutorial, maybe I am missing something.
I've tried the suggestions in the thread, but am still getting the "Unknown Issue with Google Play services".
Anyone care to try on their device?...
Nice! Thanks for testing for me. I'll assume it's just the regional thing then, no video ads here in Norway it seems.
I've set up chartboost reward video in my android app, everything works fine when I enable test mode in chartboost, but get the "NO_AD_FOUND" error when I try live ads.
I am guessing this just means...
I think Chartboost should work.
I am having some issues with it on Android, but there is supposed to be a new build that supports it.
The 'on login failed' event is firing. I am only having issues with my fusion app, google play is working fine for other titles, so I don't think re-installing the google play app would help much....
I am now using build API 21, have set minimum to 2.3.3 and target to 5.0. Still having some issues. I think the local player is not being authenticated.
Should I use a particular android build. I am...
Yeah, all that should be OK.
Here's my setup. I've cleared some of the ID's and removed the key name and password, don't know how sensitive that information is.
Shabadage, I tried your app. I can successfully log in, but I am getting the "Unknown issue with Google Play services" error message when I press that tiny button.
Oliver, yeah I am setting the ID...
I am using a rather low tech samsung galaxy device (YP-G70CW), but google play leaderboards seems to be working fine in other apps.
I'm trying to use the leader boards, but I am getting an error in the app when 'Display Leaderbord UI' action is triggered.
Error message: "Unknown issue with Google Play services"
I did look...
Should be pretty much the same, only you work the y axis.
Another example with vertical platform:...
There's a pretty basic example that comes with Fusion, it includes horizontal moving platforms.
Should be located in this folder: Clickteam Fusion Developer 2.5\Examples\Platform Movement
You could use the player controls (in the event editor, to the right of the keyboard icon, there is a joystick icon).
Use this event:
+ Pressed Fire 1
+ Ball is overlapping player sensor
You can try using the physics engine.
Here's a simple solution. It's not perfect, and you probably need to tweak it.
Use loops if you want to make it more accurate. Check the falling box examples here:...
You can embed collision detection in active objects, may help you out.
Article here: http://www.diybandits.com.au/MMF/tutorial_embedded1.html
Here's a simple example that needs some more work
You'd make it a lot easier for yourself if you didn't use skewed angles for walls. Would recommend something a little more straight if you are new...
Works just fine in my app.
There has been no recently reported issues: http://status.chartboost.com/
Try testing on another device. Supposedly there are not infinite videos available in their...
Yeah, looks like there may be a bug if you test it in landscape. Portrait visualization works fine though, you should still be able to get an idea how Fusion's screen concepts work.
Stick to "fit...
You should check out this tool to visualize the different screen concepts: http://community.clickteam.com/threads/90439-Online-Tool-Visualize-quot-Display-quot-property-effects-on-all-devices
Or you can set the counter to 'always' set to 'Total Objects'.
You can get this value in the expression editor under the object icon (the cube thingy).
This will count all objects, including the...
Well done, that's pretty cool!
Ah ok, I see how that can screw things up a bit! Thanks for the info!
Ok thanks, I'll see if I can get by with 284.10 and chartboost v2 then.
Ok, so no named locations and "Clear Preloaded Data" when closing ad.
Is the previous version of the chartboost object still around and supported with the newest version of Fusion and the android...
I've got Fusion 2.5 developer build 284.10.
Have you tried it recently? It has always worked in the past, but I upgraded the extension to v 2.0 since it supported iOS, and it doesn't work now.
I have the chartboost v 2 installed. Recently I added chartboost to iOS with no issues.
I'm now trying to set up chartboost for Android, but the charboost dashboard won't recognize the SDK as...
Ah that's cool! Thanks!
Thanks guys! It got the best new weekly app feature on the app store here in Norway, I'm guessing in most of Europe. It didn't get a US feature though. It's really cool anyways!
The game is being released this Thursday, under the new name, "Raider Rush".
Some promo codes
Does this happen on all the iPhones on both landscape and portrait?
I am not getting this issue on the iPhone 6 with latest iOS9 Beta.
You mean the name as its displayed under the icon on the device?
Yeah by default the name is set from the mmf file name, either change the mmf file name or change the name in xcode
New video of improved details
A game I am working on. It's a fast paced platformer with simple touch controls.
It's being released next month, maybe.
More info over here
I think I found a solution.
1. In Fusion, make sure you separate the locations. For example, the actions that trigger interstitials should be called "Interstitials" and the actions that trigger...
In the official example there is only one chartboost object.
I am also getting video ads when I click the "Load interstitial" in a ipa I made from the official example.
Is the official chartboost...
The ad type of the interstitial campaign is set to "Static interstitial".
While the ad type of the video campaign is set to "Video interstitial".
From fusion, I trigger the static interstitial by...
Which of the campaign should I check, the interstitial or video campaign?
And where do I change the campaign mode? Do you mean the "Ad type"?
I have two publishing campaigns to my app, one for static interstitial and one for video ads.
However, video ads seem to occasionally be playing when I trigger a static interstitial ad. What's...
You must fix this in xcode
If object A overlaps object A
+ pick one of object A (pick or count ->pick object A at random)
= Destroy object A
This will destroy one at a time for each frame.
You mean that red hexagon?
It is set to be an '8 directional movment'. Either set it to be static or deselect "Moving at start" in its properties
I haven't tried this with Fusion, but I think you need to update the 'UIRequiredDeviceCapabilities' value in xocde.
You limit devices by limiting hardware capabilities (accelerometer, gyroscope,...
You can make a simple inventory using the list object like this: http://community.clickteam.com/threads/82241-Simple-cave-story-like-inventory?highlight=inventory
I think the professional version of install creator has this feature.
This version handles saving and loading.
However it does not encrypt the save file. Look into some encryption extensions for that.
I did Jeff's version here:
I think you need to import the external files into xcode
Yes, you can add them under "View -> Data elements" go to the "Binary data" tab and click add.
I haven't done this before and am not entirely sure how you reference binary data from the event...
All enemies with 0 health will be destroyed one frame at a time.
Alternately you can use a loop.
I am guessing that counter is sometimes not counting a "kill"?
That's because multiple kills may be triggered during the same frame, and will be counted "Only one action when event loops"
I haven't' tried that, but it seems messy if it's primarily for avoiding to work with multiple frames.
I would create an editor, loading external resources into one frame.
This one uses Fusions...
You may want to change the seconds timer to "seconds + ( minutes * 60 )"
Otherwise is it will reset to 0 once it reaches "60". Or just add a new counter for minutes.
You can do a pretty solid configuration tool for your users.
I've attached something I made a while back but never finished, it's very rough, but you'll get the idea.
It can configure joystick...
Yes I am doing an infinite scroller, and am already using active objects that are destroyed when out of view.
I am getting massive performance boost when pasting them as a backdrops and manipulating...
Ticking off "Handle background collision even out of window" fixes this issue. But now I have a new issue.
The offset workaround just stops working completely once the offset is too big, the pasted...
Download the example. Use arrow keys to move upwards.
Notice how the collisions are working at the beginning, and stop working once the offset builds up to about 1200.
It may be related, I solved it by counter the offset, but the collisions stop working once the offset is to big.
I need the collisions :(
I've got active objects that I move around manipulating the layer position.
However, I get an offset between the active object and the pasted object after I move the layer
I've made an example...
Yes this should still be working fine.
At least it's working on the app I released 1 month ago, on iPhone and iPad with iOS8
I would use a counter, something like this:
- Tap and hold on object A = Add 1 to counter
- No tap active = Set counter to 0
- Counter is 10 or more = Change animation on object B
You are rewarded with up to 4 sheep based on your highscore. They are just there to cheer you on ;)
They are doing the batman chant: http://youtu.be/3WwVOKxh8hE?t=1m24s
Ah nice! .
1. Download the updated MMF extension: http://hungryfishgame.com/link/ChartBoost.ext
2. Put it in put it into \Data\Runtime\iPhone
3. Download the chartboost SDK:...
Some users are reporting that the game crashes when they hit replay (restart current frame)
I've attached the log, any idea what's going on?
The first APK I published did use the wrong public...
Yeah I got the second method to work. My app is in portrait, I haven't tested on landscape yet.
Are you getting any errors or something with the second method?
SoftwareWolf did two workarounds. I got the same issue myself with the first workaround, but I haven't tested with the second.
You are using his latest solution?...
Just a heads up, the charboost interstitial is showing up in portrait on my iPad2.
Yeah, I've attached a screenshot.
I've got the launch icon for iOS in there as well, I suppose that doesn't matter?
Do you know why I am still having issues?
Yes I did, should I do it some other way? Didn't know there was another way.
I think I am using Android_Build284m_201501202.
Should I go for 283.5? Can I go back just simply by installing 283.5, or do I have to delete to newer version first?
I got the extension and applied "Select all devices", but I am still getting the "Design your app for tablets" optimization tip from the developer console.
There's also this white line stretching...
Thanks guys! :)
There are a lot of ways to solve this. First to come to mind is something like this:
* User presses left
= set internal value to 0
* User presses right
= set internal value to 1
Ok cool, this one right: http://clickstore.clickteam.com/android-screen-support
I simply set the option to "All devices"?
How do I design my app for tablets?
I'm getting this optimization tip:
"Your Production APK needs to meet the following criteria:
The minimum Android version and target Android version need to...
That depends on your art style. I think pixel art scales great if you make sure you use "fit inside and adjust window size".
This one is at 320 x 480 - 360 x 569 (shameless plug here):...
Releasing Thursday this week. I've added some promocodes for iOS if anyone would like to try.
It has a resolution of 1242×2208 that is down sampled to 1080×1920
You don't need to design it in 1232x2208. You can set the size of your MMF window to 616 x 1104 (half) and the device will either scale to fit, fit outside, use black bars etc. depending on the...
Nice, thanks! Updated:
Nice, Thanks! Updated:
Nice, thanks! Updated:
Nice! Thanks for testing it for me!
Hehe yeah, try placing the device flat on your table and tap and hold to calibrate.
Your app may be rejected if you don't include an option to restore your purchases
I think only non-consumables can be restore through Apple. If you want to restore consumables, you'd need you own server to store the user "skips".
I've updated my dual stick shooter example.
Unfortunately there seems to be an issue with touch while scrolling for iOS. It works fine on Android.
I think it goes by "Galaxy S WiFi5". It's some old thing that comes with the Samsung TV.
I've tried this expression as well, doesn't...
Yes you have to use "Consumables" in app purchase. ...
What do you mean exactly, Fernando? How do I do that?
I'm currently using this expression from the example: Save screenshot to file: PublicStorageDirectory( "Android object", "Pictures" ) + "/" +...
I haven't tried this on a device, but it seems to be fixing the moving/shooting issue:
I haven't tested it myself, but there seems to be an issue with touch and a scrolling view: http://community.clickteam.com/threads/90854-Touch-completely-broken-for-scrolling-games
Weird, it was working on MMF 2. I haven't tested on F2.5.
Maybe it's a bug in F2.5? What are the errors you are getting in the xcode log? Make sure you run it on your device.
I've made an example of this a while back:
Set it to "Stretch to fit" in the iOS options. Use this excellent tool to visualize the other screen options:...
As far as I know its just not possible.
I think you can alter the position of the track, so you could load a sample with all your sounds embedded, then just update it's position to play the section...
After your app is in app store, or has been prepared for app store, it may take a couple of days before the live ads are showing.
Use "itms-apps" to forward it directly to the app store, and not through safari.
Open xcode, find the folder "frameworks" in the content browser, and drag the chartboost framework into that folder
Is this solution still possible with the latest version of F2.5/xcode 6?
I searched for "AVAudioSessionsCategorySoloAmbient" in my xcode project, it didn't find anything.
Ok thanks! Does that mean the strength of the impulse will be different across android devices?
I added an example file here: http://bugbox.clickteam.com/issues/2655
Would be really cool if the layer object would work in iOS
I am trying to move a background layer, "Back", using this action:
Set Y Layer: lyrGetLayerBnYPos( "Layer object", "back" ) - 20
This works fine on windows and android runtime, but nothing...
Try this APK of the example above.
Tap to trigger impulse, if it works it may be an issue with the version of the exporter you are using?
As the title says, the "Apply impulse" force is stronger on my android device, when compared to the windows build.
I seem to remember this was fixed in a previous exporter build. I'm using this...
Yes! This is exactly what I want, thanks!
Yeah, thanks! That's what I am trying to do, but I'd like to avoid predetermining the pattern and was hoping there was some clever maths I could do
Cool, thanks! But not quite what I mean. I don't want the position to be actually random.
Let's say the frame just loaded, and I press "z" to change the position 1000 times.
I'd like these 1000...
Upon pressing any key, I'd like an active object to change its position.
It's position must remain within an area in MMF's frame/level.
Each position must be predictable, meaning the user may press...
I am guessing that won't be a problem.
I haven't tested xcode 6 yet, but I think you can install earlier iOS libraries, at least you could for xcode 5:...
I am pretty sure that just means all new apps as of January 1st must support 64 bit and built with the latest SDK. I think this just means the apps will run better on the newer devices that supports...
I think you just need the latest version of xcode.
If I'm wrong, the previous version should work fine, Build 282.3
iPod 4 supports 6.1.6, while iPhone4 supports 7.1.2...
It's weird that your app is crashing just over a login request. I would try using the example file and apply your bundle ID's and see if you can make an successful purchase. If that works, you know...
1. Log into itunes connect, go to users and create a "test user"
2. On your device, log off your app store account
3. In your app, buy or restore your in-app purchase (assuming you've set up...
You need to use the Build 282.3 of the iOS exporter (not the beta version), and you'll need to use Xcode 5.1.1
Then make sure you follow the instruction in the very first post.
You could overlap a piece of water so that it covers the lower body, add some water ripples around the character when he is moving around.
Hey, just released Mack Attack for iOS and Android!
Yeah I have that extension, it seems I can only share a pre-defined image added to the resources folder, or am I wrong? This extension also makes my app crash.
I had this exact problem. My test app didn't load anything from the store, so I just hit the publish button to see what happened and it worked.
I am having the same issue.
There seems to something conflicting with the "Share image with text" action.
I worked around it by adding a new clean frame just for this action. It seems to be...
I am attempting to share a screenshot. I am following the example that is included with the android exporter, "TestAndroidPlus.mfa".
It seems the "Save screenshot" action is not working.
Just got this extension, is it possible to actually include the player score within the picture? Either taking a picture of the scoreboard and share it, or embedding the score onto the preassigned...
I just solved it.
When an app has been approved, but the developer has set to "manually release the app", this issue is active.
The solution was to press the "release" button in iTunes connect.
I've tried to re-submit my app and made sure Gamecenter leaderboards where activated and included with the version I submitted to the app store for this release. I am still getting this error.
Depends what you are doing. Some general tips:
- use a low resolution and low framerate, as low as you are comfortable with where the app still looks good
- use image compression (iOS application...
They are issues with the chartboost workaround in 283.0 beta: http://community.clickteam.com/threads/87300-ChartBoost-Temporary-Solution!
This workaround works fine for the previous iOS release,...
I am having some issues with this beta on iOS and am going back to the latest stable release.
If it's possible, I would like the code for the iOS audio fix in the beta...
That didn't seem to solve the problem.
And actually, I think the ad is showing in landscape, but it is rotated 90 degrees. Any idea how to work around this?
This is not working for me with the latest release of the iOS exporter.
I can get the ad to show, but it is showing in portrait even though my app is in landscape and I've assign the ad to be...
You need to active some new settings on your device on iOS 8: Settings -> Game center, activate "Sandbox" under "Developer". You may have to connect your device to xcode 6 before the option is...
The gamecenter function was working fine when I tested in sandbox. Now the app has been approved, but it's not released.
I am testing the approved app using a promo code. When the player is...
Anyone mind testing this now that iOS 8 is out? Are you able to re-create? Anyone with a 4S?
Make sure you don't unlock your purchased content with "Restore payment finished". Use this instead:
On specific item event -> on payment restored
Add the in-app purchase ID
My bad! Seems you must active some new settings on your device on iOS 8: Settings -> Game center, activate "Sandbox" under "Developer". You may have to connect your device to xcode 6 before the...
It's not working for me, what iOS do you guys have installed?
I've got iOS8 GM on my iPhone 4S. When I try to validate the local player and get this error:
I can't open the leaderboards or...
First I uploaded to beta, then I tried to upload it to alpha yesterday:
I haven't seen any changes so far. Should I use alpha only for testing?
Do you know what may be causing that?
It should be correct. I've copied it from the developer web portal and pasted in the project. Uploaded screenshots
Here's the MFA for the...
Yeah, I have one developer gmail account and another registered on my android device.
It is still not working. I am attaching the APK, would really appreciate if someone could test it on their...
I see Joshua Hale has set it up already:
You can still use iPhone 4 to test, but you can't submit your app to the app store without xcode 6
Yeah they must have changed it over night.
I can list the errors later, but I am not using any special configurations so I guess everyone will have the same issues.
It's still not listing my inventory, what could I be doing wrong here?
Can there be something wrong with my device? I've got an Samsung YP-G70CW with android 2.3.6 installed. Would it help to test...
I am unable to run the applications through xcode 6.
Apple just put a requirement on new app submissions, they must be compiled in xcode 6.
Any workaround for the compile errors?
It's been over 24 hours now on the test I did on the main project, still I am getting nothing
This second test I did this morning, close to 10 hours ago, still nothing there either.
Awesome! If it's any help, this is the error I get on my device when I try to validate game center on the latest iOS 8 beta:
I can't seem to be able to list up any of my inventory items.
I've attached my project and a screenshot of my in-app purchases as seen from my google play account. What am I doing wrong here?
Thanks, I installed "Android Beta 282.2e 201400816" and now I can set a new target frame rate.
However, I am still having the issue where the physics movement speed is affected by the new frame...
Yeah I understand that, but that's not the issue I am having.
In the video above I am running my example.
It starts up at 60 fps, and it may jump back and forth a bit as you are saying and...
I've uploaded a video of the issue, comparing PC and Android runtime: https://www.youtube.com/watch?v=xX1w6ub_R04
I would really like to set a new target frame rate during runtime, if the user's...
I'm unable to set a new frame rate during runtime.
All the physics objects are moving faster when MMF tries lower the frame rate, but the framerate counter remains unchanged.
I don't know if...
Thanks for testing, but I am pretty sure this is an iOS8 beta issue only.
I was not having this issue on iOS7 on my previously released app, but I am having issues on there now with iOS8.
I don't know if this is a bug or if it's because my old device is failing on me recently, would be nice if someone could confirm.
1. Open an iOS app made with fusion and that has...
For "The one that got away" app?
I tested on my 4S with iOS8 beta 5, I see no ads
I am seeing a clear difference. In my example, the "Every 1 seconds" seems to be the most stable 14257
Yeah I'd like to keep the game at a consistent speed, so choppy is preferable.
Aah, yeah I see. Thanks! Then the 'every 1 seconds' solutions seems to be the best way to do this.
You can get the current framerate through an expression, "FrameRate", so always adding (100.0 / framerate) to a counter does in fact seem to be working as a seconds timer with a changing framerate.
Can't a user similarly cheat the score system by manipulating the system clock?
And doesn't Popcorn's expression take framerate drop into account? "100.0 / framerate"
Thanks, that seems to be working perfectly!