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.
  • Guys, I want just to say that the new 2.5+ DLC is Amazing! I still hope that one day you will add the possibility to flip an "active object", but anyhow you guys did a truly Good Job! :)

    about that, i found out a way around it using shaders but im not sure if its has any impact on memory, this is what I do:

    I usually do my animations keeping in mind the size of my largest frame, so if the player is normally a 50x50 sprite and his attacking animation, for some reason, is 200x200, i export all the animations of said player in 200x200 frames.

    When I export those animations to CF i usually use the crop animation frames checkbox, it works fine, all the hotspots go to where i need to be and etc. so, the first time I used the shaders to flip an object it messed up the hotspots, like it considered all the hotspots to be in the bottom left of the image, im not sure where it went, but i know it was not working. Then, I found out that if i do not crop the images and keep all hotspots in the dead center of the animations, it works as it should.

    As I generally do stuff in low res i am not sure the kind of impact this would have on performance, as i am now using uncropped images with a lot of transparency (not png, but i wonder the memory impact if it were png with transparency channels)


    Also, it only works on PC runtime =(

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  • Using flip horizontal shader has a big impact on performance. I discovered this when I noticed that my framerate was substantially lower when I was moving right compared to when moving left.

    It turned out it was because of the little smoke animations that come out of Spryke's vent. When she was moving right, I reused the same animation but flipped each smoke object using shaders, and with 10-20 of them on screen it impacted performance.

    I now keep flipped animations in the opposite direction of the active object. But this of course makes more work for me and consumes more ram. So I'd also love a way to flip them in events (eg. Set x scale to - 1)

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  • I think I remember Yves saying that it's not needed in dx11, as the fonts are automatically embedded in dx11

    So as long as we select a ttf font for e.g. a string it embeds it automatically?

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  • Will probably buy 2.5+ later this week.

    I'm just wondering though,
    Do the optimizations impact the performance of the exporters as well?

    Partially and it depends on the application. The "Optimize events" option of 2.5+ is supported by the exporters, i.e. it can speed up your application in some cases (mainly some tests in On Each loops, automatic replacement of OR by OR Logical when this is possible, improvement of condition test order if you don't take care of this yourself already, grouping of some conditions). This doesn't improve all applications though. The Windows runtime got other optimizations, they will be progressively ported to the exporters.

  • In DirectX 11 mode yes. In a future patch there will be an option if you don't want to embed them.

    Very nice, custom fonts will be easier to use now. Thanks Yves :)

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  • Thanks for 2.5+ guys, it's great, the perfomance boost is huge in my case and child events are gold!

    Now that we can use behaviors with no constraints, i'm trying to figure out the benefits in terms of speed.

    Can someone at Clickteam tell us how the behaviors works inside the runtime and if there is a difference of performances?

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    Edited once, last by Skarnek (April 15, 2019 at 5:25 PM).

  • There is no difference between behaviors and frame events. Behavior events are simply pasted at the end of the frame events (after global events) when you run or build the application.

    A couple of mistakes in your benchmark app:

    1. You do a On loop "normal" instead of "behav" in the behavior

    2. You do not need to multiply the behavior time by the number of objects, the behavior is not executed for each object, it's executed like frame events.

  • One thing that I would love is to be able to send objects in the event editor to the left. When I have a big project I can have hundreds of objects so I have to scroll a looong way to find the object I want to work on. If I could just find it, right click on it and select something like "send to left" and it would appear all the way to the left in the order on the event editor it would make things much easier! (Even better if it also would be sorted first when finding objects when refering to objects where you have to find it among all the objects)

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  • Hey Clickteam, congratulations for the release of 2.5+, these are much-asked-for improvements that users have been waiting for years literally. Can't wait to play with them. :)

    Also big thanks to the team for sorting out my Key Conversion request very swiftly this time around. To those who might see this post from a keyword search - yes, at the the time of this writing, the Key Conversion service can be used and it's how I converted my Steam copy of 2.5+ to standalone 2.5+.

    Happy Clicking!

  • I just read in another thread that in Fusion 2.5+ we can use qualifiers in Global events AND we can name/customize qualifier icons!! that's one more reason to be hyped, I hate the default qualifier icons/names. This will really help with code readability.

    Sorry for the bump but i picked this up yesterday :) and was wondering how you go about change the names/icons of qualifiers? I haven't seen anything on it yet.

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    Vamprotector

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