@Clickteam, is it possible to get shader support for Android and iOS?

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  • As we don't know anythigs of F3 progress and extremely need to shaders for Android and iOS , Please Add it to F2.5. Many assets in clickstore require shaders so all of them only works for Win port.
    Clickteam, Fusion 2.5 is stable and good and enough for many peoples also me. Please add shaders for mobile ports. We really need it.
    Thanks

    My website and 2d Animation artworks: Please login to see this link.

    Edited once, last by MEHRDAD (February 6, 2018 at 3:13 PM).

  • I never problem with performance for my games on mobile ports.So I don't think so performance was issue for shaders on mobiles too. Anyway at least it works perfect for low resolutions and pixel arts.

    My website and 2d Animation artworks: Please login to see this link.

  • The answer is "perhaps", but most likely "no".
    Would be awesome, I expect to start porting DISTRAINT 2 to mobile devices around next summer. If we had shader support, it would be so, so much easier.

    Anyway, I wouldn't count on it. We need to find alternative ways and make compromises, though in today's competitive market it most definitely doesn't help.

    Fingers crossed Fusion 3.0 is coming soon and has all that functionality! :)

    Currently working on Please login to see this link.
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  • Jesse, Your knowledge is great for make distort screen and water reflections and so on...But for me, I haven't good knowledge for make this things. My method is make active object as distortion and play it in random :)

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  • I never problem with performance for my games on mobile ports.So I don't think so performance was issue for shaders on mobiles too. Anyway at least it works perfect for low resolutions and pixel arts.


    never? here you can grab 2 apk files wich maded with CTF2.5 and GMS2 Please login to see this link.
    i wanna know how much fps you'll get. I have 45-48 fps on CTF.
    apk file is fairy simple: contains around 500 actives with 1 frame, 4 layers, and 1 bouncing object with attached scrolling to him.
    upd. touching the screen converting actives to backdrops with no collision check and deleting first.

    Please login to see this link.

  • [MENTION=19398]alexexhowl[/MENTION] . Sorry I couldn't install your Fusion example. Please change the package name. But Game maker was fine and I got 58-60 fps.
    My cellphone: Sony Xperia Z1 (2GB ram)

    My website and 2d Animation artworks: Please login to see this link.

  • @Please login to see this link. . Sorry I couldn't install your Fusion example. Please change the package name. But Game maker was fine and I got 58-60 fps.
    My cellphone: Sony Xperia Z1 (2GB ram)

    let's do better, here original example Please login to see this attachment.

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  • Ok. I tested it now. It's strange... I see fps is 55-60 and it's so near to Game maker example but screen have much stutter. Do you think is related to fps?


    wow, 55-60fps? probably because you have hi-end phone compared to my low-end Highscreen Boost IIse. You can try check V-Sync under runtime options, and, i believe you will see same situation.
    I believe android runtime have poor perfomance with drawing many objects. And how deal with shaders with that FPS? well, maybe making tiles big, split em between can solve situation, but redesigning all possible tile-combinations and splitting em, will be painful.

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  • No, my phone is old too. But as I said screen have so stutter.
    Maybe if you use backdrop instead many objects you see change situations. Anyway I always use flat backdrops for backgrounds with minimum objects in scene. Please get my new game and see fps.It's free complete and made by Fusion :
    Please login to see this link.

    My website and 2d Animation artworks: Please login to see this link.

  • let's do better, here original example Please login to see this attachment.

    I'm use your example in Galaxy Note II (SHV-E250). it seems 48~60frame.

    Please login to see this media element.

    but, in my game, near 60frame in Galaxy Note II (SHV-E250).

    stage select screen : 361 objects & ADD effect(bottom of Y screen)
    play game screen : 137~160 objects & subtract effect(shadow of opposite X side)

    v-sync on
    resolution 1280 x 720 (Galaxy Note II resolution)

    so, I think clickteam fusion 2.5 is good perfomance for android. (even use ADD or subtract effect.)

    Edited once, last by soomeeon (February 7, 2018 at 11:00 AM).

  • guys, i make a little profiler. Can you send your scores?
    here my example Please login to see this attachment.

    I'm tried your example in Galaxy Note II (SHV-E250)
    max score 329

    but after some tweak,(how file upload?) max score 603
    instead text, use counter // unchack 'use fine collusion'

    after more simpler, max score 772
    (remove array)

  • 1. 361 objetcts, 50% of the them visible visible at the same time, with non smooth 52-60 fps
    2. 160 visible in the game screen, of course here 60 fps.
    3. I believe you doesn't have backdrops and actives outside frame
    3.1. Where scrolling? Scrolling causes more perfomance issues because engine must redraw screen between frames

    here small references, how many tiles, objects you CAN"T GET in android runtime. So i think there is BAD perfomance.

    Catbird. maded in Stencyl

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    Devious Dungeon (Custom engine)

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    Meganoid (Custom)

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  • 1. 361 objetcts, 50% of the them visible visible at the same time, with non smooth 52-60 fps
    2. 160 visible in the game screen, of course here 60 fps.
    3. I believe you doesn't have backdrops and actives outside frame
    3.1. Where scrolling? Scrolling causes more perfomance issues because engine must redraw screen between frames

    here small references, how many tiles, objects you CAN"T GET in android runtime. So i think there is BAD perfomance.

    Please login to see this attachment.

    3. you can believe, in my screenshot image, near all(-2) active of 361 objetcts. (because 1 active & 1 counter in 1 button.)
    = some actives is outside frame(option, cash shop button, stone door...)

    3. Where scrolling? center display scroll & orange color tile active scroll. you want this answer?

    I'm played Catbird in Galaxy Note II. basically smooth&playable but unsmooth in 2side scroll timing.(seems under 30fps for an instant.) OK in your phone?

    CF2.5 got non smooth 52-60 fps or Microstuttering. I think, it can only fix in CF 3.0.(can't fix in CF2.5 because engine is from old-ones.)
    but OK. at least me, it's usable level in 1280 x 720 resolution android game.
    (exclude online game or accurate replay system. because only I don't try, don't know yet. )

    I think, comparing CTF2.5 with (Defold, Godot, GMS2 etc.) is unfair because that engine need programming or script.
    Unity can use playmaker, but playmaker can use 359 objects? I don't know.

    Edited once, last by soomeeon: upload image (February 8, 2018 at 6:31 AM).

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