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.
  • I've tested the 2.5+ out of the box on Android and i can't see any framerate improvement tht I've already done myself by improving my events. I'm a bit disappointed...

    It depends on the applications. We'll continue porting optimizations of the Windows runtime to the other runtimes in the next update (not quick given the number of runtimes and their differences), hopefully some of them wll work for your app.

  • 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.


    Thanks for the help. That turned out with the same message, even though I did exit out of my desktop steam and used my chrome browser with adblock plus disabled!
    I went to Paypal and it seems the problem is there if I am not mistaken. I've been a paypal client since prob. the 90s and for the first time you can't directly pay through it as they have invented what they call a "paypal cash account". I have to accept it before making purchases. BUT, once I go through their "several" screens, I come to one whch does not allow me to continue (frustrating as hell) here is the screenshot of such screen:
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    Has anyone had this issue and got to a fix? I need this Dlc before offer expires! ;(
    The submit button is greyed out! I have even added my passport on their site to no avail.
    i did email them, so far no response...

  • 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.

    That's a bit frustrating. There aren't going to be any fonts with less visible anti-aliasing, and it's quite an issue at lower resolution (pixel art games). I know it's a minor thing for all the improvements that I'm getting from 2.5+, but it actually creates a substantial amount of extra work for me to make the editor visually consistent and professional. I've attached how it looked before the update, and how it looks now. This is all temporary art, but you can already see how drastically out of place it looks. Now i'll have to create some custom text solution for every area that displays text (and there are a lot in the editor windows for this project).

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  • You can also perhaps keep using DirectX9 for this app? Even if you don't get the DirectX 11 improvements, you still get lot of other optimizations, features, etc.

    Yeah, it's a possibility, but the editors are part of the main game, so it will depend on how much is going on in the main gameplay and whether I really want/need DX11 for that.

  • A few bugs (since I have no idea where to report them now):

    1. Folder order in Workspace Toolbar is no longer saved.
    2. Items in the folders auto changed to alphabetical when opening the project in 2.5+. I had them in a specific order before so this was an unwelcome change. A welcome change would be to finally get the ability to reorder items inside folders in the Workspace Toolbar by dragging.
    3. Items that are dragged into folders in the Workspace Toolbar are now placed in the first position instead of the last. If this is due to alphabetization, then we need a way to disable that.

    A few nice to have suggestions:

    1. Allow resizing of the debugger output window.
    2. Allow a hotkey to be mapped to the Finder and Profiler. I would love the same on/off toggle that the Layer palette has.

    Great work on 2.5+. I am really enjoying it so far. :)

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  • That's a bit frustrating. There aren't going to be any fonts with less visible anti-aliasing, and it's quite an issue at lower resolution (pixel art games).

    Try going to "adjust the appearance and performance of Windows" in your start menu
    then unchecking smooth edges of screen fonts. See if that does anything. Pretty sure this is an OS thing. The only other choice is use a bitmap font (ie: pre windows) as these don't conform to clear type and thus won't have filtering.

    Professional Game Developer

  • Try going to "adjust the appearance and performance of Windows" in your start menu
    then unchecking smooth edges of screen fonts. See if that does anything. Pretty sure this is an OS thing. The only other choice is use a bitmap font (ie: pre windows) as these don't conform to clear type and thus won't have filtering.

    It's a direct X thing, not an OS thing. Dx9 doesn't do this, just Dx11. Changing my windows appearance settings won't be a workable solution for players.

  • It's a direct X thing, not an OS thing. Dx9 doesn't do this, just Dx11. Changing my windows appearance settings won't be a workable solution for players.

    I'm having the same problem.
    I making a pixel art beat em up where the enemies names are displayed, but the text is a horrible mess and I can't even clean it up with-the pixel outline shader because that too is Dx9.
    It's no biggie, I've just reverted back to Dx9. The game doesn't suffer from any performance hit anyway... yet.

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  • I would love to see a feature where we don’t have to play trial and error on placement for tiles in a parallax layer. I spend a lot of time trying to get placement right because I always have to offset the tiles to compensate. I wish I could just place the tiles where I want them in the Frame Editor and Fusion adjusts to offset them automatically.

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  • It's no biggie, I've just reverted back to Dx9. The game doesn't suffer from any performance hit anyway... yet.

    The DX9 runtime benefits from lots other 2.5+ optimizations, so maybe not too bad.

    In the future we'll probably try to add an option to let you choose another font system. We've tested some of them, so the code is partially done, but each one had a drawback, the current one was the best compromise.

  • The DX9 runtime benefits from lots other 2.5+ optimizations, so maybe not too bad.

    In the future we'll probably try to add an option to let you choose another font system. We've tested some of them, so the code is partially done, but each one had a drawback, the current one was the best compromise.

    The Pro's highly outweigh the cons. This child events system.. my God.. where have you been all my life.

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  • The DX9 runtime benefits from lots other 2.5+ optimizations, so maybe not too bad.

    In the future we'll probably try to add an option to let you choose another font system. We've tested some of them, so the code is partially done, but each one had a drawback, the current one was the best compromise.

    Understood. It will be quite a while before the issue will even matter for my game anyway.

  • Has anyone tried the new "Preload Image" function? I think it might benefit speeding up loading background images, which are already loaded externally via a Load Frame function, but I can't figure out how to set the image to the Preloaded file.

  • Has anyone tried the new "Preload Image" function? I think it might benefit speeding up loading background images, which are already loaded externally via a Load Frame function, but I can't figure out how to set the image to the Preloaded file.

    You just load frame as before. I tested this to see how it works myself. I started off with two PNGs, saved in Photoshop:

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    then I ran this MFA

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    then I went to Photoshop and saved smiley faces into the PNGs:

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    Then I returned to Fusion and hit space. And you can see that the green object still used the old non-smiley PNG, as that was preloaded at start of frame:

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