Build 292.12 - Beta 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.
  • Hello,

    The build 292.12 is available as beta version in the Product Owners Lounge forum if you use the stand-alone version.

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    In case of problem you can reinstall any other version (no need to uninstall first, just reinstall the patch of the build you want to reinstall).

    PS: the CF 2.5 patch updates all the installed exporters, as well as the 2.5+ DLC, you do not need to reinstall them.

    Thanks!

    Edited once, last by Yves (September 1, 2019 at 3:41 PM).

  • Maybe a stupid question but How can I install the Beta of a DLC on Steam?
    I dont have any beta code or so - normally i can select Beta via - right click on app/game -> settings -> betas -> select beta version.

    *SOLVED*
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    Gamedesign - Music - Sfx

    Edited once, last by iamjot (September 3, 2019 at 2:54 PM).

  • Could you change the way Fusion clones objects, so that it doesn't insert spaces into existing parts of the name?

    When there is no number present in the original name, then adding a space seems reasonable enough:
    giraffe ⸺cloned to→ giraffe 2

    But Fusion also inserts spaces in between existing letters and numbers, like this:
    giraffe80 ⸺cloned to→ giraffe 81

    This can be annoying, and more than once it's happened to me without me noticing it, which then breaks my code and causes me to hunt around looking for the bug (I create certain objects by name using an action something like create "objectname"+str$("ID"), and unexpected spaces in object names break the code)

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  • This can be annoying, and more than once it's happened to me without me noticing it, which then breaks my code and causes me to hunt around looking for the bug (I create certain objects by name using an action something like create "objectname"+str$("ID"), and unexpected spaces in object names break the code)

    I simply name my objects the way Fusion is going to name them - Then in your code use "objectname "+str$("ID")

    It works correctly with the extra space there.

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  • I simply name my objects the way Fusion is going to name them - Then in your code use "objectname "+str$("ID")

    It works correctly with the extra space there.

    I guess it's hard to argue with that, but I don't like having letters and numbers separated by spaces - it seems less readable to me

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  • I guess it's hard to argue with that, but I don't like having letters and numbers separated by spaces - it seems less readable to me

    Well ... if it makes you feel any better - there probably are no groups of 81 giraffes in the wild ... they're mostly in small groups... So you probably won't be needing any more ;)

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  • Well ... if it makes you feel any better - there probably are no groups of 81 giraffes in the wild ... they're mostly in small groups... So you probably won't be needing any more ;)


    Ah, but through the magic of computer games there could be!

    I have indeed seen those small-sized groups of giraffes in the wild, in your native land, no less. (I'm married to a Capetonian). :)

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  • An "Active Picture" is included even when setting: "Don't Include at Build Time" is ticked - this happens whether create a start for the picture is ticked or not.

    (I mentioned this setting wasn't working months ago - and was told it works - but at the time I couldn't remember what objects I had the problem with. I've now picked it up again with Active Picture - pretty sure that wasn't the only one...)

    This is mainly a windows problem because I can just exclude it from the binary data in Android - although the actual .apk file size increases slightly even when the picture is excluded.

    ________

    I know of a lot of issues now in the Fusion Runtime / Editor that's been reported but not yet fixed. My problem is when I encounter something I have no idea if it's reported or not and if it's just the way Fusion works or a known bug - and there's not any place I can quickly go check. Is there any chance of posting up a log file somewhere with known issues?

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  • >> I mentioned this setting wasn't working months ago - and was told it works

    "Don't include at build time" has been improved in the build 292, it no longer include images and sounds, and now includes the source code of the objects used in those frames on Android (for OBB expansion files).

    What do you mean exactly by "an "active picture" is included"? Could you attach a simple example please?

    I'll check for the "known issues", I don't think we' can easily build such a list for various reason (lots of issues that were reported in the past either couldn't be easily reproduced, or were not described very precisely, some issues may require 2 pages of description, etc) and the bugbox database is not easily useable. I'll check anyway when I've some time.

  • PS: if you mean that the picture used in an APO is still in the binary files, then yes it's normal, we need to add options to exclude individual files when you build an OBB file for example. We can't easily do that automatically as pathnames can be (and usually are) built dynamically in events.

    Adding new options to handle Android OBB expansion files directly from Fusion (instead of from Fernando's tool) is in our todo list, in theory for the next build (not the immediate next one that is going to be released today or tomorrow to fix last minute issues), it should be easier.

    Edited once, last by Yves (September 5, 2019 at 5:24 PM).

  • I don't know what OBB mean - sorry, I don't understand your explanation - but this is not only an Android issue.

    It's just including a simple Active Picture Object in a Frame. I was testing this to see the impact on my game - so have it all - I just didn't think you'd need it:

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    From the top: .mfa
    Size of .exe with Don't include at Build Time option ticked
    Size of .apk with active picture excluded from binary data
    Size of .apk with active picture included in binary data
    Size of .apk with that frame deleted instead of ticking the block: Don't include at Build Time
    Size of .apk with active picture excluded from binary data (or in that case not included in the first place)
    ExcludeBuildTime2.exe & ExcludeBuildTime.exe = Active Picture in Frame - Don't include at Build Time ticked - the one option was to create picture at start of frame, the other didn't have that ticked
    The size of the .exe with that frame deleted.
    The size of the actual active picture - Drawing.jpg on disk.

    Also attached .mfa and just random drawing I was using.

  • OK, I was confused because you mentioned binary data.

    OBB is Android expansion files that you have to use when the size of your APK is greater than 100 Mb (you build the full app in a .OBB file, and build a small APK where most frames have the "don't include at build time" option and where you download the OBB file with the Android OBB object).

    I see what happens with your example, it's due to the graphic filters (PNG, etc) that are automatically included in applications that use Active Picture objects (or any object that load image files).

    Full app => 3511 Kb
    Full app with "Don't include at build time" => 3510 Kb (the 1 Kb difference is because the second frame is not included)
    Full app without the second frame = 3280 Kb only because it doesn't include the graphic filters

    The problem in the second case is that it shouldn't include the graphic filters as the second frame is not included. We'll fix it.

    PS: you can also reduce the size of the EXE if you know which filters your app need, unselect the unneeded filters in the properties of the application).

  • On a toujours pas les icones compatibles Android 8 et supérieur...
    Android 8 commence a être bien répandu et on a nos applis affichent toujours une icone toute naze en mode legacy au lieu de profiter des vraies icones, c'est un vrai handicap côté qualité. Ce serait bien de mettre ça de rajouter ça dans votre liste !

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