Build 291.6 - Release version

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.
  • Hello,

    The build 291.6 is available in the Product Owners Lounge forum if you use the stand-alone version, or directly via Steam if you use the Steam version.

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    This version is a quick patch that mainly addresses an important issue introduced in the build 291 for the iOS runtime, background collisions had stopped working on layers > 1. PS: we'll release soon a beta version of the build 292 to address the issues fixed by Fernando after the release of the build 291.5 in the iOS/Android runtimes and/or objects, in the meantime if you got updates for the iOS/Android runtimes in the bugbox after the build 291.5 was released you probably need to reinstall them after installing the build 291.6.

    In case of problem you can reinstall any other version (no need to uninstall first, just reinstall the patch of the build you want to reinstall).

    If any problem with this version, please post it in the Please login to see this link., don't post it in this forum otherwise the developers won't see it, thanks!

    PS: the CF 2.5 patch updates all the installed exporters, you do not need to reinstall them.

    Edited 9 times, last by Yves (July 13, 2018 at 2:33 PM).

  • Man, I so appreciate those efforts on the performance side! Can’t wait to try those out!

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  • Great stuff in here! Cool to see there are efforts to fix micro-stuttering an the high performance option is interesting.

    Good job CT!

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  • Quick update: there was a translation problem in French / Japanese versions, the Android was not loaded, it's fixed in the build 291.1. No need to redownload this build if you use the English version (there is just a second minor change, the Force Animation Frame action is protected against invalid frame numbers).

  • Getting a crash when I load a subapp (screen) in a frame, after I close it, and go back to the main screen in my game the game crashes with an ERDT.exe message :/
    This was working before.

    Created a bug report

    Edited 2 times, last by Perry (May 5, 2018 at 12:33 AM).

  • Very exciting update!

    I'm curious though, about the "back-buffer" feature - does it constantly use these backbuffers, thus increasing the application's lag by however many frames, or does it only apply them when needed (when a microstutter would happen), and the application runs normally up until that point, where there would be a temporary lag while things catch up?

    And I can't seem to find the new "Use high performance GPU" feature in my Window's tab:

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

  • Getting a crash when I load a subapp (screen) in a frame, after I close it, and go back to the main screen in my game the game crashes with an ERDT.exe message :/
    This was working before.

    Created a bug report

    Same crash with build 290, not new in this build, it crashes in the Android object.

  • >> does it constantly use these backbuffers

    Yes.

    Ah thanks. Say I have my app running at 60 frames per second, with back-buffer on and set to 3. To eliminate the perceived lag, could I simply increase the framerate to 63, so it would still effectively "feel" as 60 to the player?

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

    Edited once, last by casleziro (May 5, 2018 at 9:02 AM).

  • Oh no, you misunderstood. Your app will still run at 60 fps, but what is displayed on screen is what happened really 3 frames previously. For example you add 1 to the position of an object, you'll see it on screen in 50 ms instead of 16 ms.

  • In this scenario, does this mean the event list has been executed 3 times before the screen is drawn once? If I add one to a counter every frame, will it appear to count by three when the screen is drawn?

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  • In this scenario, does this mean the event list has been executed 3 times before the screen is drawn once? If I add one to a counter every frame, will it appear to count by three when the screen is drawn?

    No.

    What happens if you use 1 screen buffer:

    Event Loop #N
    Things are drawn to screen buffer
    Screen buffer #N is displayed on screen
    etc.

    What happens if you use 2 screen buffers:

    Event Loop #N
    Things are drawn to screen buffer
    Screen buffer #N is pushed to screen buffer list
    Screen buffer #N-1 is pulled from list and displayed to screen
    Event Loop #N+1
    Things are drawn to screen buffer
    Screen buffer #N+1 is pushed to screen buffer list
    Screen buffer #N is pulled from list and displayed to screen
    Event Loop #N+2
    Things are drawn to screen buffer
    Screen buffer #N+2 is pushed to screen buffer list
    Screen buffer #N+1 is pulled from list and displayed to screen

    etc.

    There is no change except that after a screen is drawn it will be displayed 1/60th of second later.

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