Build 292.10 - Release version

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.
  • Sorry for the offtopic, I didn't want to start a new thread only for this question:

    In the Frame editor, when you enlarge an object, it automatically upscales the sprite/animation.
    Is there any way to disable this, just to stretch/scale in editor without affecting the animation itself ?

  • [MENTION=22957]TGeorgeMihai[/MENTION] That’s the perfect sort of question to start in a new thread. There is no way to do what you are asking in the frame editor. But you can scale the object at runtime through events. That would leave your original object unchanged.

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  • I found what I'm assuming is a bug. Fusion allows you to add conditions to events that were previously just comments:

    -Select an existing comment
    -Press END once
    -You can now insert a condition with hotkey or menu (insert>condition)


    Stranger still, if you press END twice you can insert an action, which actually does get inserted although you can't see it (and it doesn't actually execute). For example, event #1 in this screenshot actually contains a hidden action:

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    If I add a condition to it, the action will be revealed too:

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    (neither action nor condition seems to get executed until you delete the red comment, so I guess it's not really a big deal either way, but I figured you might want to know about this anyway)

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    Edited 2 times, last by Volnaiskra (July 27, 2019 at 8:12 AM).

  • And yes it's a problem as it crashes apparently if you switch to the event editor.

    Glad to hear my report was useful then. The same can probably not be said for the next one.

    In case any doubt remains about how much of a pedant I am, I keep noticing this extra line underneath "add object to debugger" and it always bugs me:

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    It's on the dropdown that appears when you try and add an action for an active object. I think it might have been introduced with 2.5+ as I don't remember it before. It doesn't appear in similar one-entry submenus:

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    While on the topic though, does it need a submenu at all? If "destroy" can live without a submenu, then why can't we just have "Add to debugger" also on its own, to shave off a few clicks in our workflow? (Even though Set Alterable String also is an 'orphan', it probably should remain in a "Alterable Strings" submenu, to keep consistency with the "Alterable Values" submenu.

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  • They could implement just a small search loop to find which Alterable Value has a specific name but I guess it would be slow?

    I need this functionality...Reordering, migrating, searching, some kind of solution at least.


    [MENTION=14419]AftPeakTank[/MENTION] You can search for them already, using Ctrl-Shift-F.

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    Files

    Darkwire Software Lead Programmer (C++ & C#)
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    Edited once, last by Phi (August 1, 2019 at 5:23 PM).

  • I think he meant at runtime.


    Well, I have a pre-release function object that could make that simpler... need to polish it up, though.

    Would it be possible to read all the value names during the build to EXE/CCN process and store it in EDITDATA of an extension? Maybe PrepareFlexBuild, PrepareToWriteObject or a similar function?

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  • I've just updated my version from 292.10 beta to 292.10 release and now it seems that the "OR" doesn"t work anymore. If i put two conditions with an "OR" only one of the two will work. But if i create two separate condition it work. It was working fine before i update to this version.
    It seems that the issue is not present with all the "OR" conditions. So i don't know what's different between Beta and release version.

  • There was a beta version you just replaced the Beta by the release and kept the same number.

    I was in Build 292.10 but it was before the official release, i've update to the official release because i deleted an extension by accident while testing another beta extension, and then got this bug, i'm moving to beta 292.11 and i'll see if everything goes fine from there.

  • I think I remember this being suggested by someone else already, but I don't remember reading a response. Would it be possible to get visible index numbers for the altVals? Now that we can have many altVals, trying to figure out an altVal's index can be tricky.

    I just now had to figure out the index of "Alterable Value BO"....if A is 0, then AA is 0+26, and BA is 0+26+26...then I have to mentally count through most of the alphabet to learn that O is the 15th letter....so 0+26+26+15 = 67...but actually I didn't really want the index for BO, but for the altVals 8 slots before it...but it was named so I needed to use the first unnamed variable as a reference so I could see the letter code (BO), so in the end I think the one I want is 0+26+26+15-8 = 59....but maybe I made a mistake somewhere along the way...phew! I wish there was just a row of numbers I could look at X)


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  • weird font bug.

    In expression editor when i edit something that is already there. I get this weird blown up text like its another font. Looks like arcade to me. But when i click reduce text size it goes back to normal Tahoma font. Tahoma is my default font in the preferences. When i have clicked reduce font size i can increase and reduce size with no issue. It is only on first opening the expression editor that the font is messed up.


    This only just started happening after i used a few picture and strange fonts in the graphics editor. This is a totally different MFA no strange fonts used at all. I Cant think of any thing else that might of contributed to this happening.

    any help or pointers is it a bug. Heres a pic Please login to see this attachment.

  • I did a full uninstall of all dlc and Fusion dev. Removed a few wacky fonts off my system, even though i see no reason why they should effect Fusion, I think its more likely some sort of magnification issue. I had tried using a 4k monitor before this and that did not work well at all with Fusion, so i want back to 1080 and reset all to defaults.

    I have now done a full reinstall and the problem is gone.

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