Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

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.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • @ Hayo: thank you!
    @ elvisish: thank you :D too kind! Looking forward to see some good old retro-pixelated game in your style :)

    Absolutely! I think I could probably get something finished with P3d quicker than I could with Firefly right now! 2.5d level design just makes the most sense to me! :)

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  • This is an amazing update thankyou. I've noticed when using the "Follow Camera" the player sprite jitters, but not all of the time. It might start off steady, then with a turn it starts to jitter when moving, it's a very fast horizontal shake when the walking animation plays which doesn't happen if the sprite is walking-in-place.

  • Thank you for testing danjo, going to ask you some other detail through pm if you don't mind.

    @ jamesnansen: thanks, glad you like the update!

    Good eye - you're right, you can slightly modify the engine to fix it in this way:

    1) in the follow camera group (inside "camera objects" - "camera code") change "X" and "Y" with alt. val.X and alt. val.Y in the red box below:

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    2) in group: "Core module - 2D elements - moving sprites - projection" add the two lines below:

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    3) then, outside the engine, in the event when you set the "camera tool" against your player, also set its alt. val. X and Y to alt. vals X and Y of the player object, like so:

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    (this will work only if you use P3D movements with player object, or anyway if you set alt. vals. X and Y of the player to its floating point position)

    This should ensure a fluid outcome,
    along with a correct placement of hotspots in the projected player sprite.


    I'll gather suggestions like these and implement them in a 2.01 cumulative fixes update.

    a selection of my Fusion examples can be found Please login to see this link.

  • What kind of specs are needed to run the examples at stable 60 fps?

    Nothing spectacular.
    My Asus Zenbook manages it: Intel Core-M 0.8GHz CPU, 8GB RAM, Intel HD 5300 (onboard graphics)

    I'd imagine Sinclairian's game (that's those fantastic looking sci-fi/cyberpunk environments in the video) will be a fair bit more demanding than Schrodinger's examples, but you'd have to ask him about that.

    Also, bear in mind that it's possible to control things like render distance and anti-aliasing, which will affect performance.

  • What MuddyMole says,
    plus not all the examples have been really optimized
    (castle one for example could cut down a good number of ground tiles and pavement tiles by merging them together,
    moving elements could be deactivated when not in sight, there are Y rotations enabled which are not really necessary other than to show it etc.)

    I've made them on a NUC i5 with integrated graphics Intel and they all run at stable 60fps,
    save for the snow example (drops to 50-55 while generating all snowflakes) and the DLM city example,
    which stays mostly 60 except during micro-loadings while walking,
    plus some insta-drop (few fps) while turning around, that's still the most intensive operation..

    I think Sinclairian lowered the framerate to run smoothly those detailed and vast scenes,
    you can get about +25% more elements / or smoothness by cutting the framerate down (and raising movements speed)

    Did you try the example files uploaded in this thread / you had worse results?

    a selection of my Fusion examples can be found Please login to see this link.

  • Thanks Crian!


    Take advantage of this post to say I'm hosting a repository of P3D stuff at
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    (click on "P3D repository")
    The idea came after Jonathan asked for the tower clock - thanks X)

    So far just a few simple models are available for download,
    looking into adding more content,
    and send in your works if you like to!


    Anyone interested remember P3D 2.0 is featured in this month's rewards for Clicker Tier ($15) or above
    at "Please login to see this link.", Clickteam Patreon page.
    You also get other great items: volProfiler and Neo Runout source,
    total worth about 22$, and exclusive Patreon content (streams, tutorials, examples..)
    and of course you show your support to Clickteam :)

    a selection of my Fusion examples can be found Please login to see this link.

  • Thanks to Schrodinger's fantastic customer support - and a lot of thorough testing - this problem was finally fixed for me.

    Turns out that my cretaceous period graphics card (about 12+ years old or so) could only support textures with dimensions that were powers of 2 (such as 32x64 or 128x256), along with some random exceptions. This is a very good performance practice that many do manually for optimization anyways, so it isn't really a development problem for me! ;D

    Hopefully if anyone else has similar problems, they can try modifying the actual texture or "model" objects that their 3D pieces draw from to be a power of 2 dimension (2,4,8,16,32,64,128,256, etc) or update their hardware X)

    Best person at writing incomprehensible posts. Edits are a regularity.

  • Is this a problem you only get with P3D, or with any mfa that has non pow2 textures? I ask, because I use non-pow2 textures all over the place in my game (eg. I find it easier to work with something that's 100x500 than 128x512). Also, what's your graphics card?

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  • Is this a problem you only get with P3D, or with any mfa that has non pow2 textures? I ask, because I use non-pow2 textures all over the place in my game (eg. I find it easier to work with something that's 100x500 than 128x512). Also, what's your graphics card?


    It's just with P3D as far as I can tell, probably because of the way the shaders interact with my card. I use off sizes myself in my own games and no other Fusion game has broken similarly.

    The graphics card is an ATI Mobility Radeon X1600

    Best person at writing incomprehensible posts. Edits are a regularity.

  • Thank you again casleziro for checking all things out and finding a solution!

    To add some thought on this,
    the new P3D shaders are complex, in the sense they use many (all available) constant registers and many operation slots,
    but testing with casleziro we tried simplified versions with far less constants and operations, and the issue persisted, so that was likely not the cause.
    Beside this, they do nothing particularly odd,
    save for depth buffering, which was still never used to my knowledge in Fusion,
    but that's unlikely to be the issue as well, because we tested removing depth buffer functions and the issue persisted.

    One *possible* clue is P3D does some things with source textures that you usually don't do (i.e. scaling source object)
    and since -if I'm not mistaken- casleziro noticed some issues with previous P3D versions too (Quad shader) when using non-power-of-2 sizes,
    I wouldn't totally exclude in similar test conditions the issue *could* pop out in other circumstances/forms with other shaders.. :(

    So far had no other reports beside this, so I'd dare to say it's pretty limited anyway.


    ****

    Now showing some work in progress on a new small example I started working on yesterday,
    I'm going to release the source in the "repository" and I've recorded some footage of the creation process,
    so hope to make a tutorial of this too :)

    Little WIP of this "zombie city" example:

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    a selection of my Fusion examples can be found Please login to see this link.

  • P3D looks very strange on my PC.

    ( Specs: Win XP Pro 32 Bit, 4GB Ram, ATI 6750 2GB, Athlon 2 X 4 Core )

    What can I do?
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  • @ michaeldunge: looks like you didn't copy the shaders!

    Make sure you copied all the .fx and .xml files you found in the zip package inside your /effects subfolder of your Clickteam Fusion install path
    then close and reopen Fusion if you had it still open,
    and let me know if this was the issue :)

    (check out page 10 of the user manual for full instructions)

    a selection of my Fusion examples can be found Please login to see this link.

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