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.
  • Just got my hands on on 2.5+! :cf25+: Looking forward to messing around with this in a bit, thanks Clickteam! :D

    Please login to see this link.-Please login to see this link.-Please login to see this link.

  • So far so good, mostly. But just found a bug - or at least a design flaw.

    In theory, it's great that you can rearrange the positioning of the qualifiers (I was very happy to discover this). But in practice, it makes a real mess of any MFA that already has qualifiers in it, because the existing qualifiers of your objects aren't updated. For example, if you drag the "player" qualifier from first position to last, this event...

    Please login to see this picture.

    ....becomes completely unrecognisable:

    Please login to see this picture.

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • I missed some things in the meantime... What do global events do? Behaviors and qualifiers, what is the advantage of using them? Seriously, I feel stupid to ask this now, but I did not follow the evolution of CFusion at those points

    Behaviours allows you to create an event sheet that is tied to an object. Its really useful for organising code and reusing code because you're only adding the objects that you need instead of having every single object in one Event sheet. Qualifiers are basically Object Groups, Instead of coding each object individually you can treat an entire set of objects now as one group and send an event to all of those objects saving you time. Global Events are basically events that trigger throughout the entirety of your application regardless of frame, you just add the object to another frame and it'll share the code for the entire application not just one frame. I know lots of people don't use Behaviours but I use them a lot now. They work similar to how a prefab works where you can just tie a bunch of code to an object.

    I'm hoping that P3D would be Fusion 2.5+ compatible, if anyone can test that it'd be appreciated because I suspect the DX11 shader changes will break it. I'd appreciate it if someone can confirm this.

    Professional Game Developer

  • By the way, what's the order of execution for events? Is it first Global Events, then the Frame's events, then Behaviours?

    Oh I forgot this was possible, the order must not be changed, I'll disable it in the qualifier editor. Thanks!

    Pity :( I liked the idea of reordering them.

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • Behaviours allows you to create an event sheet that is tied to an object. Its really useful for organising code and reusing code because you're only adding the objects that you need instead of having every single object in one Event sheet. Qualifiers are basically Object Groups, Instead of coding each object individually you can treat an entire set of objects now as one group and send an event to all of those objects saving you time. Global Events are basically events that trigger throughout the entirety of your application regardless of frame, you just add the object to another frame and it'll share the code for the entire application not just one frame. I know lots of people don't use Behaviours but I use them a lot now. They work similar to how a prefab works where you can just tie a bunch of code to an object.

    I'm hoping that P3D would be Fusion 2.5+ compatible, if anyone can test that it'd be appreciated because I suspect the DX11 shader changes will break it. I'd appreciate it if someone can confirm this.


    Thank you [MENTION=5137]MrCyberpunk[/MENTION]! In order to deal with multiple instances (for example, actives in a platform game that have gravity, etc.), does this help or should I use ForEach anyway? Despite the time I've been using Fusion 2.5 (actually since the time of Multimedia Fusion 1.5), I have a lot to learn yet. But nothing worse for me than dealing with multiple instances.

    Tap And Go! released on Google Play Please login to see this link.

  • [MENTION=11206]Ls2[/MENTION] qualifiers and instances are quite different. When you're talking about instances of an object, you're getting more specific (like saying "David Bowie" instead of "person"). When you're talking about qualifiers, you're getting less specific (like saying "mammal" instead of "person").

    Qualifiers are super useful. Instead of having 3 events "if player collides with spike destroy player; if player collides with fire destroy player; if player collides with bullet destroy player" you just add a "bad" qualifier to all those things and just say "if player collides with bad destroy player."

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • That figure sounds suspicious. At 60FPS, each frame will take an average of 16667 microseconds (ie. 16-17ms). So I'd say the figures you're looking at are telling you more about your framerate (which is probably locked to 60fps in your MFA properties and/or by vsync) than about the actual time your events require to process. Some of that 16-17ms is probably just downtime while Fusion twiddles its thumbs waiting to be allowed to run another frame.

    My bad, the 16ms (and 11ms this morning, for some reason) is the top-level frame time. Individual "Events" are only 0.001ms-0.004ms on average, sometimes maxing out at 0.019ms if a fast loop has to be called.

  • I tried to purchase on steam with my (only) funds at paypal. I am their customer since 2008! and this is what they give me! so sad! :(
    Please login to see this attachment.

    Edited once, last by Aloan (April 2, 2019 at 4:23 PM).

  • I tried to purchase on steam with my (only) funds at paypal. I am their customer since 2008! and this is what they give me! so sad! :(
    Please login to see this attachment.

    Sometimes that happens on steam, their browser has problems with SSL. You might want to try purchasing via the website version of Steam ( Please login to see this link. ) instead of the application.

    Professional Game Developer

  • I've noticed an oddity with string text since upgrading. The "Small Fonts" font is anti-aliased even though it's not supposed to be, and I can't seem to find a reason why. It was my go-to default font if I needed a quick pixel art solution (usually for any editors I was building). Hopefully I'm just missing a checkbox somewhere, because I don't want to have to do custom blitting for every little bit of text.

  • I just purchased 2.5+. I hope the sub-event can have if-else, and I really hope that the shader will be used on the whole platform. Finally, I hope that the Chinese version will be published.

    It's like

    Code
    if cat.isAwake{
          if player.x = 240 {
                 if player.health = >10 {destroy player}
                 if player.health = <10 {expand player size}
    }

    I guess you can also use else statements with them?

    Please login to see this link.

    Please login to see this link.

    Please login to see this link.

  • I've noticed an oddity with string text since upgrading. The "Small Fonts" font is anti-aliased even though it's not supposed to be, and I can't seem to find a reason why. It was my go-to default font if I needed a quick pixel art solution (usually for any editors I was building). Hopefully I'm just missing a checkbox somewhere, because I don't want to have to do custom blitting for every little bit of text.

    IIRC anti-aliasing is always ON for texts in the library we use. Maybe you can try another font where anti-aliasing would be less visible.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!