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Thread: HTML5 exporter problems (Weird pixel alignment, sounds cutting off, ect.)

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    Clicker Fusion 2.5Fusion 2.5+ DLCHTML5 Export Module

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    Unhappy HTML5 exporter problems (Weird pixel alignment, sounds cutting off, ect.)

    Problem number 1.
    Pixel alignment is all screwy if I set the screen to resize to the window. Everything is like, a pixel down, for some reason. It doesn't look like this if I keep it at its default size, but then its way too small. Example in image.
    image.png

    Problem number 2.
    The HTML5 exporter has no framerate limiter at all. When I try to play my game, its over twice as fast as it should be (I have a 144hz monitor.) I guess maybe this is working as intended, since there's not a frame-rate cap option in the settings, but surely this can't just be how it works, right...?

    Problem number 3.
    With the HTML5 exporter, most of my sound effects will cut off early. Not like cut off each other, some of them just don't play fully. I'm kind of baffled as to why this is happening considering they are the same files in the same format. Video example:


    I also attached an MFA showcasing both of the main issues. The one with the framerate is a more general problem that's hard to make an example of, I can record a video if someone wants though.

    sound broken example.mfa

  2. #2
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    Hi, For the problem 3 (sound) use button instead active object;
    In this case the sound play every time you clicked to the button;

    For the other problems as usual need .mfa example ;

    Regards

  3. #3
    Clicker Fusion 2.5Fusion 2.5+ DLCHTML5 Export Module

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    Quote Originally Posted by Gigatron View Post
    Hi, For the problem 3 (sound) use button instead active object;
    In this case the sound play every time you clicked to the button;

    For the other problems as usual need .mfa example ;

    Regards
    The issue is not with the actual objects, the issue is with the html5 exporter acting differently than the windows one. My actual project uses regular actives that play the sounds because it's a game.
    The attached mfa example also includes an example of the tiles not fitting correctly too.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Quote Originally Posted by candlesonfir3 View Post
    The issue is not with the actual objects, the issue is with the html5 exporter acting differently than the windows one. My actual project uses regular actives that play the sounds because it's a game.
    The attached mfa example also includes an example of the tiles not fitting correctly too.
    I tell ya Bud. With Fusion there is no simple answer. I have had issues like this in the past. One thing I did to fix the problem is make the sound files a bit longer and also make sure they all where in .ogg format. Which, makes no sense considering almost all Fusion Samples are in .WAV format but if you use the .wav format. You end up with sound issues in fusion. I have yet to have any issues with sound switching everything to .ogg format. Prior, it was a crap shoot.

    As for the File size. I noticed on short files. Playing them in the editor was fine. However, playing them in certain exported projects rendered some odd results. Basically, the short files would not play or only played the last quarter of the sound. Making the files longer by adding a blank section to the end, fixed that issue. Although, again. Using .ogg has been working for me without issues. I use it for Windows and Android. I have yet to try it with HTML.

    Hope this helps some...

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    Clicker Fusion 2.5Fusion 2.5+ DLCHTML5 Export Module

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    Quote Originally Posted by VBEinc View Post
    I tell ya Bud. With Fusion there is no simple answer. I have had issues like this in the past. One thing I did to fix the problem is make the sound files a bit longer and also make sure they all where in .ogg format. Which, makes no sense considering almost all Fusion Samples are in .WAV format but if you use the .wav format. You end up with sound issues in fusion. I have yet to have any issues with sound switching everything to .ogg format. Prior, it was a crap shoot.

    As for the File size. I noticed on short files. Playing them in the editor was fine. However, playing them in certain exported projects rendered some odd results. Basically, the short files would not play or only played the last quarter of the sound. Making the files longer by adding a blank section to the end, fixed that issue. Although, again. Using .ogg has been working for me without issues. I use it for Windows and Android. I have yet to try it with HTML.

    Hope this helps some...
    I've been using OGG. Something I forgot to add is that a longer sound I have in the project played just fine, so maybe it really just doesn't like sounds that are less than half a second long. I will try adding silence at the end.

    The other two issues seem to just be large problems with the html5 exporter and also things I don't really know how to fix, though..

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Quote Originally Posted by candlesonfir3 View Post
    I've been using OGG. Something I forgot to add is that a longer sound I have in the project played just fine, so maybe it really just doesn't like sounds that are less than half a second long. I will try adding silence at the end.

    The other two issues seem to just be large problems with the html5 exporter and also things I don't really know how to fix, though..
    Yeah, you will need help from Clickteam if there is an issue with the exporter. I don't use the HTML Exporter yet.
    I will tell you this, working with Fusion means to keep an eye out for odd behavior and to figure ways around that behavior.
    One you found already, is the audio files doing weird things when shorter then X amount of time.
    Good luck to you

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    It does have a framerate cap, but if you enable Vsync it will sync to your monitor's refresh rate instead.
    It's a bit different from the other runtimes, where Vsync would only clamp the fps to the monitor's refresh rate (only downwards)

    On other runtimes, if you set Vsync off and Framerate to 1000, it will run at 1000 fps
    The same but with Vsync on, consider the monitor's refresh rate as the limit, so 144 fps for a 144hz monitor, 60 fps for a 60hz monitor.

    On HTML5, Vsync on will make it always use the monitor's refresh rate as the max fps, no matter if the selected framerate is lower.
    Vsync off will make it run on whatever framerate you have set, default being 60.

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