Oh no! Terraforming has gone awfully wrong! Aliens are all over the Beta Moonbase!
As space captain Jane King you must command your craft...
Type: Posts; User: TechVision; Keyword(s):
Oh no! Terraforming has gone awfully wrong! Aliens are all over the Beta Moonbase!
As space captain Jane King you must command your craft...
Thanks for confirming that. Hopefully this can be corrected, so the way you intend apps to either end or not, can be fixed.
Can someone confirm or disconfirm that with exported Android apps, the property in Android options to 'End application when not in foreground' does not seem to have any effect?
I don't know in...
Ah, of course. Thank you Dobermann
That's the package name right?
Like this: com.company.title
I was wondering about that as well. Found it on the page Fernando links to:
Note this does not affect your APK launcher icons for Android.
Okay, thanks Fernando!
How about if you only use non-personalized ads? Will the update to the Admob object also be able to be used for this?
I think this would require a gamepad API to be added to the HTML5 exporter?
That's good to hear, Chris
That would suggest something isn't set correctly on the Admob site?
That is weird. Sounds like everything should be ok. Have you tried the sample ads from Google?
Cheers Jeff! Thank you for posting it;)
My second Android game is finally out!
In this double game you must rescue the inhabitants of Greenytoria! Greeny must travel through grassy forest,...
That's great Fernando, thanks
Just noticed this too. It's not very elegant I agree. Should we report it to the bugbox Fernando?
Here you go:
1. You can use the Android Object to open links in your application.
2. Yes, a specific app link will open in the Google Play app.
3. Yes, a Google Play Developer page will open in...
If you haven't already, create a Developer page in you Android Developer Console. You'll find it under Settings > Developer page. If you link to that page people will see all the apps you have...
I think the best way to go is to change from mouse events to using the Multi Touch object. The problem is that the "invisible" cursor stays over the object, and while there are...
What I've done is I made sure there was enough room with all screen sizes. But I don't use it during gameplay, that makes it easier to control.
What you could do is choose one of the other types...
The Admob object has a property called 'AdMob Size'. Here, one of the options you have is 'Smartbanner'. Choosing 'Smartbanner' makes the banner use the width available, so it resizes itself. Cool...
Windows (and iOS) version of Google Play Games would be fantastic!
In Android at least, this can be done using the Android object. There's an "Open URL" event that does what you ask for.
In the properties bar you make sure "Heading" is unchecked. In the Android Options tab you uncheck "Display Status Bar".
You then insert the Android object in your frame. Go to events and add a...
In the latest betas of the Android exporter immersive sticky has been implemented. That means a transparent navigation that appears over the content without squeezing it. You can still...
Do you use the Android object to hide the navigation bar? As far as I can tell this means every time that action is performed, you have to "activate" the touch interface by doing a second touch. Only...
Windows is the default build type when creating a new file.
Have you checked the settings from the Properties tab? You can find it under Properties > Build > Build Type: (Choose "Android /...
Ok thanks Fernando, I'll follow the steps on that page.
I'm playing around with GPG services. I have a question, though:
Do you need Android Studio to generate the Signing certificate fingerprint (SHA1) required to authorize your app? Or is there...
This is maybe one for the bug box as a request or something. Perhaps Fernando can help determine that. I will of course make a request if needed.
The problem I'm having regards devices with...
I can see confirm the problem now, having exported your example to .apk.
Technically very easy to overcome though, if you go with actives and multitouch.
Nice one Shabadage!
I can't say for sure without seeing an example, but maybe doing proper multitouch will solve these issues. Click actions do not really work in the mobile touch enviroment. Think of it as the...
So is everything in place for us to release games for the Android TV platform on Google Play?
xCoco55: Then you need a new action, and use the "Hide Navigation Bar" event again. E.g. trigger the event when a new touch is detected if the Navigation bar is visible.
I think I have a somewhat...
xCoco55: You should use the "Hide Navigation Bar" event.
Great news indeed Fernando!
I finally released my first mobile game. Read more here:
Can you tell an owl from a penguin? Playing is simple: Tap left for owl. Tap...
Super. Glad to help.
Go to 'Propertie's > 'Android options' tab > scroll down to 'Screen orientation' and choose 'Landscape'
Thank you Fernando!
Thanks, Fernando. I have added this to the bug tracker with example included: http://bugbox.clickteam.com/issues/2395
FVivolo do you mean latest CF2.5 Android nightly build, or Android API (newer than 17)?
Also, the limitation you mention is that only effective when centering the display? Because I have no...
Yes of course: I'm using 281.3 and building to version 17 with minimum Android version set to 2.3/2.3.1/2.3.2.
I'm having a problem with the Active Backdrop object if I center the display. First I created an Active Backdrop at runtime and used the "Set image to" action which works fine. But when when I...
According to this A-Guide-to-using-Status-Navigation-bars-Android-Exporter (page 7) the only way is as you describe it, to have it either on or off.
The Android object has a "Action/Title bar" hide (and show) function.
You're welcome. About sizes: The app itself needs a 96*96 pixel icon, and in the Google Play Developer Console you provide them with a 512*512 icon. If other app stores have other requirements I...
Sure, all the icons on my site techvisiongames.com are made in Inkscape. Of course I like my icons to be very simplistic with no overlay glass-like effect. But if you want glossy glass-like buttons...
Klik-iT, I use Inkscape to (also) create icons. It's freeware and quite good imo.
If it's a "dimmed navigation bar" you're meaning, I think you will find this guide useful:...
Okay thanks Olivier, and I'm running 281.8 both HTML5 and Fusion. So for some reason there's no folder with the example file, although the object (of course) is installed. Weird.
Would someone be...
Ok Francois, that's good.
I see it's in the fgl.js file you have to specify your game id. There are 9 instances of "gameId" found. Should be able work out where to change it to make it work.
If you mean the "Navigation bar" you can use an event in the "Android object" to hide it.
Ok I see it now with the 281.7 beta. I suppose the release version will come with a tutorial and updated help file.
Great with the new updates I must say. But where is the HTML5 FGL extension located?
Have you tried changing as many active objects as you can from "Automatic" to "Yes" in the "Inactivate if too far from window" property? It made a big difference in my game. Of course some objects...
Now I don't know if you've done any of the following but here goes:
You could create a press kit (screenshots, description, website link and video link) and send it to relevant gaming and...
Good to hear. There's definite better perfromance from Open GL 2.0 on my end too. Just not good enough in the game I'm having problems with unfortunately.
Yes this could be of course. It's...
I've now tried it with API 18 and Android 4.3 and OpenGL 2.0 (and other combinations) and performance is a tiny bit better but not silky smooth as on the old Nexus 7 unfortunately. So perhaps there's...
I am running API 17 and will try upgrading to 18 to see if that does the trick. Thanks FVivolo.
I've just tested one of my projects on the new Nexus 7 (2013) and compared it to the original Nexus 7. On the new N7 there is now significant slowdown in the scrolling of the level (it's a...
OK thanks Jeff!
Any news on this? The Google Play Games service should support Android, iOS, HTML5 and Flash. So for implementing things like highscores, achievements etc. would it mean that you only had to do it...
Ok that also makes sense. Thank you Jeff!
Excited about 2.5 (and 3!). It sounds great! I do have some questions:
-About this Steam thing: Will everyone (who asks for their Steam Key) be able to use the SteamWorks features? I mean games...
This has been fixed by Clickteam, so no extensions are needed. What you do is make sure that under "Properties" > "Window" you have "Resize display to fill window size" ticked on. This really should...
The High Score Object can show 9 digits. If you can only see 6 simply stretch the object for more width to be able to view 9 digits
The preferable way to pause a game is using groups you activate/deactivate as you pause the game. One alternative is to use the Q and A object to pause. It's really easy. Double click...
I'm using the Q and A object to pause my game and it pauses just fine. However instead of regular push buttons it's radio buttons on Android. Anyone know if this can be changed...
If you use this method the "cursor" will still stay at the same position. So it's best to use touch objects (like in the example) with the same method for single and multiple touches in my opinion....
Sure that's possible. Take a look at this: http://community.clickteam.com/showthread.php?t=74139
That covers the buttons, touches and controlling the PMO.
Pharan just curious what the last update corrected. Is it something you should update games for?
Also, have you had a chance to look at the small achievement windows (toasters)?
Nive SoftWarewolf I love puzzle games. I've used the 1. code: LWRJ9R4RFKRL
I'll post feedback later.
John when you use the Mochi-wrapper you should untick the "Start of game ad" in the properties in MMF. It's very annoying for players and two ad impressions right after each other won't make you any...
That would be super Pharanygitis!
Oh yeah the achiements work well I think. One thing I am wondering though is if it would be possible to be able to control where the achievement pop-ups appear on the screen? Right now it's in the...
Of yes of course Looki. Well that solves that problem. Nice.
Yes ok I see that doesn't fix that problem. Some Flash "window properties" to deal with these issues would be preferable.
The Flash FX objects "exactFit" feature actually fixes this. Although you might run into problems when using the Flash Player object (check this post: link). Ideally this would be possible by the...
I think I've found a bug in Flash FX when used together with the Flash Player object. I'm doing some mouse over events in Flash Player over an active object. This has worked before, I don't know...
Great new features CT...
I'm however having problems with the Flash Player Object in this build (when running the compiled .swf). It only works in the first frame of the game now. I' doing some...
Ok thanks, that explains it.
Thanks for a great extension. Adding achievements is really cool!
I'm having a problem with conditions though. When I right click the Adv. MochiAds object no conditions show up. The actions of...
Night Terrors is iPad only. Haven't tried it though.
Here's the game on the forum:Night Terrors
So your game is using 175mb memory at runtime and still performs well? It's nice to hear some feedback from others concerning these things. Do you have a link to it perhaps?
I don't think 62...
Use .ogg files. You can convert your wave files using e.g. Audacity. MMF will of course convert those to mp3 when building the Flash file, but ogg files are compatible with MMF and will make your MMF...
Don't think HWA makes any difference. But 62 mb is way too much for Flash. Try creating a counter and create an Always event, and set it to: FrameRate. This will give you an idea of when the game is...
9 layers does sound like quite a lot. And a 400x400 in quite big (in Flash at least) There are a number of things you could do. If you're not already doing it, you could disable groups when they are...
Have you checked the spam folder? That's where my was strangely...
Could you post the link so we can see what's wrong?
Yes that's the same error I get. I overwrote the mfx file in the extension folder. Should it have been in the Runtime folder?
Don't know if it's just me but I get an error log and can't build an swf file with the Flash Player object included, with these updated files.
Try taking a look at this topic:
You can attach a file (if it's max 1MB) by pressing the 'Switch To Full Reply Screen' and pressing the 'File Manager' link below the message box.
Thanks DavidN. I might as well try it.
The weird thing is as far as I can tell all MMF2-made Flash appps on my computer has this problem, and Adobe-made etc. Flash apps have no sound delay. It's...
I got this problem too. Thought it was a general problem, but if it's possible to fix, then great. I hope you remember what solved the it.
My fault about Z, that was wrong. But X and C is standard. W and S or both combinations would work.
I've had this problem too. It's best to stay away from ctrl. Flash games mostly use z,x,c or w,a,s,d and sometimes space(and M for mute and R for restart e.g.). The best solution would be to change...
Remove the last part of the permalink (gamename.swf). That should solve the problem.
Will the Android exporter support ads? It seems that selling Android apps is quite difficult and ads are the way to go even with the very popular games.
There is no problem with your game. This is what the browser do because you link to the .swf file. Remove the last part to see the page also:...
Your game plays fine in Firefox on my machine (Nice game btw!).
To see FPS insert a counter object, insert an Always event and set the counter to FrameRate. That's it.
FireWOLF109, you misunderstand:
Which means you won't be able to implement Newgrounds achievements in the free TGF2 Newgrounds Edition.
If you change the action from 'space bar' to 'any key' instead it will work. Of course this means that all keys can be used to unpause, but 'space bar' will still be the only key you start pause with.
More to come...
When using Mochi Social API ext. the login-box is too wide for my game.
I don't suppose there's any way to change the size of this box? It's rather big around 500x280px.
Click 'Reports' in the top right corner, and then the 'Custom' tab and you will find the track event stats.
This could be the problem:
If you've just started tracking events today, you won't see them before tomorrow. You can also see that in the date selector, that you can't select the current...
Yeah this is great. Really looking forward to implement the hiscore function in my game/s. Clickteam is really spoiling us. A pause function would be mighty sweet too...
This is not done in-game, but instead in the 'Ads' section of your game at the mochimedia.com site. The last category in the 'Ads' section is 'Filtered domains '. Just type the domains here and no...
I see this is going to take a lot of work (it's almost working in one game now), and will have to be completely customised for each game.
Question: Will a pause function be added later, or isn't...
Ok thanks, going to try that out.
When trying out this (great) new runtime I discovered that the method using a Sub-App to pause wasn't working in Flash (maybe it's just me). Also using the storyboard controls pause function does not...
What event? The relative position to another object event? That definitely works. I also tried to create a new object (so there isn't one from the beginnig of the frame) and that works too.
That's strange. It works in one of my current projects, I've just re-checked. There are alternative methods. You could position it relative to another object in the event editor.
Sure it does. Just uncheck 'Follow the frame' in the RunTime Options in the properties for the Perspective object.
I made an example. Group "1" is the active object with the Jump Through Platform. Flag 1 on and off (Group 1) determines collision. I hope that was what you were looking for.
I don't understand what the question is. Does the player not stop when colliding with the obstacle?
This should fix it:
Level properties > Runtime Options > check 'Handle background collisions even out of window'
Super! Greatly appreciated.
Thanks maVado, but unfortunately it doesn't work. You get the same problems as I already have that the "Upon pressing space bar" doesn't support 'non keyboard' presses. And if you replace the action...
Oh yeah sure maVado. That would be great.
Thanks for you replys.
Shawn - Also had problems with that method.
maVado - Sound a bit complex don't know if I want the function that much, but maybe.
Man if only the Storyboard Controls...
Thanks for you help z33z. I configured the unpause button to 'j1b3' and made it work - kind of. It pauses/UNpauses fine now, but it's messing up the collision detection when returning to game after...
Haven't use that object before, thanks z33z. It's the same problem, though. I can pause with Time X, but how do I unpause?
I'm trying to do a pause function which works with a gamepad.
Problem is it will only pause, then I have to use the keyboard to depause. I'm trying to do it with storyboard controls (as opposed to...
Any chance the Direction Calculator object will be ported?
Now that V3 has been replaced by V4 on the Vitalize page isn't an official confirmation in order? Because the way I see it, when it's on Clickteams official Vitalize page (and not hidden via a link...
Is V4 now officially out? I suppose no because the frontpage still links to V3.