Transitions are having trouble with Direct3D 9

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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

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  • Hey, thanks for taking the time to read this. I got a new computer a month ago and one of the first things I did was install Clickteam. I'm now working on a new game, but the transitions are behaving a bit... odd.

    When I use Direct3D 9, the fade transition straight up does not work. I tried Advanced Scrolling, however, and it worked correctly.

    Upon switching to Direct3D 8, the fade transition worked just fine. However it had some issues with strings (notably, they're glaringly cut off a few pixels before the screen border).

    I uninstalled Clickteam, and reinstalled it. The fade transition still doesn't work correctly. Anybody have any ideas? I have no idea what to do.

    EDIT: Figured I should mention this, but since the transition isn't working, it just jumps to a black screen for the duration that the fade is supposed to last.


    EDIT 2: Every other transition that I've tried works however. The only one that doesn't work correctly is Fade-In and Fade-Out.

    Temporary work-arounds are also appreciated.

    Edited 5 times, last by JoshMakesGames (January 21, 2017 at 3:10 AM).

  • I'm afraid it turned out just to be my PC. Even with games like FNAF World, the fade transition doesn't work. I'll just use another transition. Thank you to everyone that took a look at this thread to try and help out.

    I'll double check my drivers, if I can't find a solution in a few weeks, I'll consider contacting Clickteam to see if there's a way they can make the Fade compatible with my graphics cards.

  • It's a new computer, I got it about a month ago. It's not too big of a deal, every other transition that I've tried works, so I'll just use the other ones. I have a tendency to overuse fade, so this might be a good thing. xD

  • I make my fade effects for frames using a small active object with whatever color I am fading with. I then just add a top layer and scale the active object to the frame size. It's much less CPU intensive and it also doesn't freeze the game in its tracks when you initiate the fade effect. :)

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  • I've made the decision to use other transitions, and my computer is brand new, with some great specs, so I'm just thinking that the engine wasn't designed for this kind of PC.

    I think it'll work out. The zig-zag works incredibly well with what I'm making, so I'm glad I used something different for once.

  • In my personal experience it's probably better to avoid transitions altogether and go with piscesdreams' suggestion. Transitions in general can cause some wonky effects, especially if your game gets bigger and bigger.

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