Build 292.14 - 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.
  • Hope I'm not derailing here, but the dream for me would be a separate list(s) of Alterable Values for each qualifier assigned to an object, something like Please login to see this link.
    That way common alt vals are inherited from the qualifiers, but their names (and default values, unless changed) belong to the qualifier itself rather than the object.

    This would be the best solution, actually.

  • There are several function objects (Advanced Function, Fast Function, etc), they already work like fast loops, they are a bit more useful but still not like true functions. True functions are already in the wish list. I can't say yet if we'll have time to implement them before F3 is ready.

    Yes I have used the function extensions, and while some work quite well, I've learned to depend more on fusions internal built in features due to stability, compatibility, plattform support, etc. But thanks for the reply Yves, it's good to know that it's at least being considered!

  • request:

    When you single-click on a [previously selected] flag name in the properties window Please login to see this picture. it toggles the checkbox. This makes it very easy to accidentally change the state of a flag without wanting to (eg. if you double-click too slowly while trying to rename the flag). Could it be changed so that only clicking the checkbox itself toggles the checkbox?

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  • [MENTION=15682]Volnaiskra[/MENTION] I totally agree here. I am always accidentally checking those darn things when I am renaming flags.

    As a secondary request with Flags: Is it possible to add some sort of option to sync all vars and flags across members of a qualifier? In my case, I have 100+ enemies that I have created over the last 3 years. And as I developed the game, I add new flags and vars, which end up not being on earlier enemies, but which stop the Event List Editor from displaying the flags name (instead it says Flag12 or whatever). It is now a monster task to copy 32 flags and vars to all 100+ enemies.

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  • Activate / Inactivate Lines
    If you inactivate a line it doesn't trigger that Fusion needs to be saved. If you activate a line, it triggers.
    Neither events can be undone / redone.

    Undo / Redo
    There's rather a lot of actions that aren't part of the undo / redo function. I don't know if this is because they're unreported or if it is by design. But I quite often find that I'm undoing a action prior to the one I'm trying to undo - simply because the last action isn't part of the undo / redo functions. I can make a note of them and report them if it's fixable.
    Is it possible to have the undo / redo not reset by the save function?

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  • Activate / Inactivate Lines
    If you inactivate a line it doesn't trigger that Fusion needs to be saved. If you activate a line, it triggers.
    Neither events can be undone / redone.

    Undo / Redo
    There's rather a lot of actions that aren't part of the undo / redo function. I don't know if this is because they're unreported or if it is by design. But I quite often find that I'm undoing a action prior to the one I'm trying to undo - simply because the last action isn't part of the undo / redo functions. I can make a note of them and report them if it's fixable.
    Is it possible to have the undo / redo not reset by the save function?

    Fusion also destroys the undo history when you save, and I believe it does the same if you switch between frame and event editor?

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  • Feature Requests

    Pause Function

    • Would it be possible to include a setting: Exclude this group from pause - it would be helpful if you have a pop-up menu that you don't want paused but you want the rest of the game paused.
    • Additional feature - also directly linked to ability to customise a pause function - a setting to save the state of the group - so if it is deactivated and then reactivated it continues where it left off and doesn't start over.
    • Because of your "dead" pause feature it often returns a black screen, in windows and also on my cell phone which means I try to avoid Fusion's built-in pause as much as possible. Keeping one group alive, would also solve those two issues.


    Do you have a simple example that shows what you mean?

    Another example of this is if you have a timer event - say run this event after 1 minute but the group is inactivated - (for example by a custom pause) before that event has triggered, then when the group is activated again - that timer event won't run. In fact your built-in pause also has this issue in it.

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