Fusion 3 Progress Thread

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.
  • DaveC in all honesty if you're creating a game which is so complex within F2.5 then you need to expect that you will potentially need to finish it in the more than capable F2.5 and not F3. We can't talk, as I've said time and again, about the specifics you need to know to answer questions like that, not least of all because not everything is coded yet and we just don't know!

    We have said all along and I continue to say that whilst I understand your excitement for F3, and that some people want to know everything they can possibly know now now now! we have been clear that we cannot release more information right now and if CT seems angry, perhaps it is more your read on us just having to repeat the same message again and again and again. There are only so many times and ways we can say the same thing and yet certain users insist on challenging us relentlessly.

    We highly value our users and will release what we can, when we can - you have my assurance on that.

  • Can you say whether or not Active-X support will remain in Fusion 3 on the Windows runtime? I use a Active-X plugins very heavily on 2.5 Dev, mostly for application-type projects but occasionally for games too. I understand if you can't answer this question, just figured it doesn't hurt to ask.

  • I don't know if this is already included in fusion 3 or if someone else has already suggested it, but its something I think would really be a great thing to have in f3.

    and that is to make it so that instead of calling a "fast loop" X number of times how about calling a "group of events" X number of times, this way it would save having to include "on loop.....XXXX" condition on every event line, which would be much cleaner to look at & also save lots of processing time as it would be 1 condition less on every line. when called, it would instantly run all the events in the called group top to bottom repeating as many times as you set it to & then return to the event line you were currently on & continue ( basically the exact same way as the fast loops works now)

    now that would really be some FAST loops XD

    :)

    Edited once, last by SHINBAXTER (November 11, 2018 at 1:04 AM).

  • "group conditions", sounds interesting :)

    & I currently have to include an "on loop" condition on literally every single event line of my game, so even if it may not save much fusion processor time, it would save much of MY processing time..... my brain is an old model XD

    cheers for the answer :)

  • How will Fusion 3 handle resolutions/full screen/window/scaling -- all those sorts of things..?

    I prefer to make games in 320//, 640// or 800// and then have the window be 1:1 scaled up to fit the users screen as accurately as possible. This doesn't work very well in MMF Dev 2 (I don't know about 2.5 -- never used it). To make the window work as I want in Dev 2, I need to use a 3rd party extension (called "Ultimate Fullscreen" or some such) and it's a little wonky.
    It's very important to me that pixels remain 1:1 in scale.

    I'm holding out for F3 (very excited!), so I'm wondering what options it will have?

  • Sorry, to be clear I can't really give any answers other than what we've already made public. Until we release a final feature set publicly everything is subject to change and so we can't give any answers just yet. Thanks for your enthusiasm though :)

    Okay, I understand, thank you. Hope to hear more about it soon :)

  • The trick with pixel perfect scaling to native display resolution is to follow those steps:
    1. Determine a frame size close to your game’s default resolution that can actually be scaled up interner only to fit your display resolution
    2. Change your game resolution to that size and adjust all HUD elements to the new frame borders. HUD adjustment will always have to be done by the coder, not Fusion, but the other steps could IMO easily be automated
    3. Scale up your new window to fit your desktop pixel perfect

    F3 should also be able to handle this on the fly, which is necessary for in-game resolution switches (for example if you need a more distant view in a boss room) or if the user switches to a secondary monitor with a different resolution or changes his native desktop while playing. Those checks could also be automated and assigned to an event trigger like [resolution changed] that could then be used by the coder to grab the new desktop specs and trigger the necessary HUD adjustments.

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  • With respect, if you have every single line as a fastloop I'm almost certainly correct in saying that you need to rethink your design quite a lot. I'd be happy to take a look and make some suggestions.

    thank you for the offer Simon :)

    I actually would be very interested in throwing one or two program scenarios your way to see if you can find any more efficient ways to go about it. tho I'd have to make a simple program first to demonstrate clearly....as no one can understand my games jumbled program structure (not even me lol X))

    is this something I could pm you about? :pacman:

  • Sorry, to be clear I can't really give any answers other than what we've already made public. Until we release a final feature set publicly everything is subject to change and so we can't give any answers just yet. Thanks for your enthusiasm though :)

    [MENTION=5109]Simon[/MENTION]
    When you release F3 ? 2019 is possible or not ?

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