Fusion 2.5+ DLC Official pre and post-launch 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.
  • Is there any possibility that you will release a flippable active object (or a scale x/y with negative value)?
    This will save a lot of memory and time.

    Yea i noticed that when you shrink an active's scale, the negative scale shows nothing, instead of the possible of flipping it. o_O

    Though I thought I remembered setting a negative scale just remained the sprite facing the same direction, but I guess my memory isn't all that great. Maybe this is something that could be fixed?

    Edited 2 times, last by N64Mario (January 12, 2019 at 3:01 AM).

  • This sounds great, look forward to release.
    +1 on qualifiers in global events.
    If that is indeed a new feature, it's a game changer.
    Also child events.

    I'll probably be starting a new project in a few months so can't wait to take this for a spin!

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  • I'd like to learn more about the improved global event editor.
    Can we access qualifiers globally in it? :P
    Would be nice if we can add/name qualifiers?

    People have been trying to get around the limitations of qualifiers
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  • I hope they can improve the Behavior Editor in the same way. Currently, behaviors are pretty useless, but they could be extremely useful.
    Programming a complete game with hundreds of objects in just one event editor gets really messy.

    I'd like to learn more about the improved global event editor.
    Can we access qualifiers globally in it? :P


    Yes
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  • I'd like to learn more about the improved global event editor.
    Can we access qualifiers globally in it? :P
    Would be nice if we can add/name qualifiers?

    People have been trying to get around the limitations of qualifiers
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    Yea, that's been a thing since forever as far as I know. Even the video states it wasn't supposed to be the intended way of doing it. Just a neat little trick to bypass the limits of whatever. Though I'm sure it could mess up your game/app/software in the long run from my understanding.

    I am really glad that there will be more possibilities and even more tricks in Fusion 2.5+, features that we really needed. :)

  • I hope they can improve the Behavior Editor in the same way. Currently, behaviors are pretty useless, but they could be extremely useful.
    Programming a complete game with hundreds of objects in just one event editor gets really messy.


    Yes
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    I agree! This would be most useful.

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  • We will have a full feature list soon! The Patreon tester group is if you want early access. Meaning testing, helping with bug reports providing input as it is in it's current state.

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  • I hope they can improve the Behavior Editor in the same way. Currently, behaviors are pretty useless, but they could be extremely useful.
    Programming a complete game with hundreds of objects in just one event editor gets really messy.

    I want there to be a Behaviour editor button in the same way the event editor button works because its annoying having to go through 4 clicks everytime.
    I made a mockup. This extra button would be a huge time saver.
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    I feel like the idea of using Behaviours like Prefabs is how it should be done as its become an industry standard now for the use of prefab code. With the new parent child system this could be extremely powerful. At the moment I work almost entirely with Behaviours but it can be a bit annoying due to the above mentioned UI issue. I should be able to select an active object and the Behaviours Editor button should be ungreyed. Instead of having to access via the properties. Its also completely ignored in the Customisation menu as well. - I realise the workflow issue I'm running into is that if you select the frame and then go back to the object the display options are shown thus resetting my position in the UI.

    Edit: Same should be the case for the Global Event Editor as well, there should be a button on the UI for it instead of having to select the application from the Project/Workspace Toolbar menu.

    Edit2: Whoops I forgot you can have multiple Behaviour sheets for each object. So it'd have to have a dropdown menu so you could choose what page its open to. It'd be really nice to be able to jump through behaviours quickly.

    I'm looking forward to seeing some Performance data.

    Professional Game Developer

    Edited 2 times, last by MrCyberpunk (January 12, 2019 at 10:04 PM).

  • Yea i noticed that when you shrink an active's scale, the negative scale shows nothing, instead of the possible of flipping it. o_O

    Though I thought I remembered setting a negative scale just remained the sprite facing the same direction, but I guess my memory isn't all that great. Maybe this is something that could be fixed?

    Solving this problem would mean saving a lot of memory, a big step forward, for those who develop games in High Definition

  • I really hope the new features and runtime functions in 2.5+ will get good detailed documentation so we can understand how it works and know how to best use them...

    I find that every time I've learned more about how fusion really works under the hood I've been able to produce better logic and get much better results, leveraging the strengths of the engine rather than fighting against it.

  • Fusion 2.5+ sounds great - the profiler and performance tweaks are especially much appreciated!

    I have a few hundred questions but limiting myself to a few that I'd hope to see elaborated upon, if possible :)

    1) Under "Optimizations" in Properties there's "Optimize events". How does it work exactly? (Is there a reason why a user would not always keep this enabled?)
    2) If you click a line on the Profiler tab, will it take me to the referred event in the Event Editor? It might sound like a minor thing but in the long run it saves a lot of time spent scrolling through the editor when you have a lot of lines and folders.
    3) "A faster Windows runtime with optimized memory use and a DirectX 11 mode" Is it the DX11-part that makes this a faster Windows runtime or are these two different things?

    Looking forward to make use of this add-on in my projects!

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  • Very excited about this update, hope to get more details soon!

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  • Fusion 2.5+ sounds great - the profiler and performance tweaks are especially much appreciated!

    I have a few hundred questions but limiting myself to a few that I'd hope to see elaborated upon, if possible :)

    1) Under "Optimizations" in Properties there's "Optimize events". How does it work exactly? (Is there a reason why a user would not always keep this enabled?)
    2) If you click a line on the Profiler tab, will it take me to the referred event in the Event Editor? It might sound like a minor thing but in the long run it saves a lot of time spent scrolling through the editor when you have a lot of lines and folders.
    3) "A faster Windows runtime with optimized memory use and a DirectX 11 mode" Is it the DX11-part that makes this a faster Windows runtime or are these two different things?

    Looking forward to make use of this add-on in my projects!


    1. From the forth coming help doc

    Quote

    The Windows runtime otherwise has been optimized, and a new « Optimize events » option in the application properties even allows you to automatically optimize your events. This option also partially works with non-Windows exporters. This option modifies some events so that they are executed faster. Note : you can disable it if this automatic optimization doesn't work with a specific application.

    Another optimization option, « Optimize image size in RAM » allows you to keep images compressed in RAM, saving RAM space. Note : this option may slow down a bit the display when an image has to be loaded to the video RAM, so you can disable it if your application doesn't use lot of RAM.

    2.Yes once you are done running the app it breaks down the results in to a tree menu with Frames being the highest branches in them are three more branches, The middle one frame events lists all the frames, clicking one brings you directly to the event in the event editor.

    3. There are options like the "optimization option" above that work regardless of platform or runtime. DX11 is a new runtime in itself.

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  • for dx11 mode we can create very cool shaders))

    My dude, I hope to see a shader shop of yours in the future:)

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