Font embedding stops to work after Save/Load frame position event

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  • Hi,

    So I'm fighting a problem with ''Save frame position''/''Load frame position'' function for some time. I've managed to use this event successfully to make a save game / load game functionality for my game.
    However, something strange is happening after I load my game. The fonts in the main game scene change to the default, the size of the font and font visibility can change at random. What's even worse - sometimes this results in game crashing (both in the editor and compiled build). I didn't have this problem before - save/load frame position worked pretty ok. But whatever I do - I can't seem to find what exactly causes my fonts to become broken after loading.

    Here is a video of the error (in this example some font becomes invisible - or maybe too big to be able to fit inside the screen / too small to be shown - and some text just lose font name and change to some basic font):
    Please login to see this link.

    In order for my font to be embedded I used this tutorial as an example:
    Please login to see this link.

    Please login to see this attachment.

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    To save/load the game I'm using ''save frame position'' / ''load frame position'' events in this way:
    Please login to see this attachment.

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    * going to another frame and back (and using a global value) is required to eliminate other bugs I've encountered with saving/loading.

    Can you please help me do something with this issue? Maybe you can at least point me in a right direction? I can provide you with more info if you need it.
    Some people have recommended me to abandon Save frame position / Load frame position method and use .ini file intead. But my game is an RPG and it has hundreds of objects and positions / values / flags to be saved. In order to make .ini save possible I would have to spend months and months to make it work like this.

    Thanks in advance

  • Hi,

    Do you have by any chance Clickteam Fusion 2.5+? I recently upgraded and found that Font Embed extension is no longer needed. However if you want to switch fonts dynamically you need to create at least one string object that uses the desired font. See: Please login to see this link.

  • Hi,

    Do you have by any chance Clickteam Fusion 2.5+? I recently upgraded and found that Font Embed extension is no longer needed. However if you want to switch fonts dynamically you need to create at least one string object that uses the desired font. See: Please login to see this link.

    So you say I should upgrade to 2.5+? I only have Fusion 2.5 Developer.
    By the way - can you tell me please how the font will get packaged in the game build in 2.5+ without Font Embed extension? I'm asking because I use custom font (which means that no other PC or other device will have it in default fonts). Also - does it work on mobile devices?

  • I didn't find any official info on this matter but I am using this solution in my game and it works. All fonts are embedded in the binaries (like sounds etc in data elements). I am also using custom fonts, some of them in Chinese language and I dont need them to be included in the package.

    EDIT: I may be wrong but before the upgrade to 2.5+ there was no "Fonts" Tab in Data Elements windows so I think the only way to embedd fonts was the extension.

    Edited once, last by hamstermp (November 22, 2019 at 2:48 PM).

  • So you say I should upgrade to 2.5+? I only have Fusion 2.5 Developer.
    By the way - can you tell me please how the font will get packaged in the game build in 2.5+ without Font Embed extension? I'm asking because I use custom font (which means that no other PC or other device will have it in default fonts). Also - does it work on mobile devices?

    In 2.5+ fonts are embeded into the EXE only if you use the DirectX 11 mode (and this mode only supports TTF fonts). In DirectX9 you have to use the FontEmbed object.

    This doesn't work on mobile devices, you have to use specific objects for this (I don't know them, you have to ask in the forum of the exporter you want to use - if it's HTML5 I think you can use the GraphicFont object that will allow you to import a font as bitmap font that will replace the font in all texts that use it).

  • Note: I'm not sure your problem is an "embedded font" issue. It could be ''Save frame position''/''Load frame position'' that don't save/restore the font settings if they haven been modified at runtime. I'll check it.

    Thanks for the help. Previously it did save the font used for me, but after I added something / changed something it sometimes stopped to do this. Maybe the problem is in the number of strings I use. Currently there are 41 strings on the scene and I'd say like 30 of them change font name using ''Start of Frame'' or ''Run this event once'' events.

  • Did you, by any chance, test this ''Save frame position/Load frame position'' font saving problem? Is there a way to fix this?

    Yes I saw the problem that happens when you save a frame where fonts have been modified. We're on it, not sure how we can fix it yet. What we can do quickly is restoring the original text font and size for each object. Saving and loading the font settings per object if they have been modified will require more complex changes.

  • Yes I saw the problem that happens when you save a frame where fonts have been modified. We're on it, not sure how we can fix it yet. What we can do quickly is restoring the original text font and size for each object. Saving and loading the font settings per object if they have been modified will require more complex changes.

    What do you mean by ''Restoring the original text font and size"? Does that mean that font will become ''Arial'' or ''Times new roman'' or something? The whole point in embedding a font is in making sure the end-user gets the font that isn't installed on his machine. I can't say that is a solution to the problem.

    Can you approximately predict the date when you'll fix it (if it's possible). I planned my game release on February 2020. You think clickteam team will handle this issue by that time? Thanks for help!

  • Quote

    What do you mean by ''Restoring the original text font and size"?

    What I mean is that if you modify the font name or size at runtime, when you load a frame position it will restore the font that the object has when the frame starts.

    Quote

    Can you approximately predict the date when you'll fix it (if it's possible).

    Yeah I can: yesterday. :) (for the quick fix I was talking about) It's available as beta version (build 292.17). As you use Steam, if you want to test it, open the properties of Fusion 2.5 in Steam, select the BETA tab, select the Beta tests program and enter the code given in this thread to enable it: Please login to see this link.

    Hopefully this fixes the issue in your app. PS: make a backup copy of your MFA before loading it with this beta version, just in case...

  • Thank you very much for your help.

    It worked partially... Now it doesn't break the game (no lag or crashing). But the font error is still there. The picture I've uploaded below is after save / load.

    Please login to see this attachment.

    Maybe I can deal with this problem myself If you will answer one more question. Does Save Frame Position / Load Frame Position save the results of "Run this event once" condition or does "Run this event once" work every time despite loading frame position? I mean will my "Run this event once" condition trigger right after Loading Frame Position?

    Thanks again for help. I really appreciate quick answers and bug fixes! =)

  • Quote

    But the font error is still there.

    A bit difficult to see what you mean. If you modify the font at runtime, then yes it's normal if it's not restored.

    Quote

    will my "Run this event once" condition trigger right after Loading Frame Position?

    I think the "event was executed" flag is saved, so when you load the frame "Run only once" events won't be executed again.

    There is a "Frame position has just been loaded" condition. Probably you could set the font settings in this condition?

  • A bit difficult to see what you mean. If you modify the font at runtime, then yes it's normal if it's not restored.

    I think the "event was executed" flag is saved, so when you load the frame "Run only once" events won't be executed again.

    There is a "Frame position has just been loaded" condition. Probably you could set the font settings in this condition?

    Thanks for the help! I've managed to fix save/load function in my game. Now it works just fine. By any chance - do you know when this bug fix will be available in non-beta version of fusion 2.5?

  • I have already used the frame save position event. It's great but may have some issues. I had issues with the musics that were not playing after LOADING the frame position. So I had to use the event Frame position has just been loaded to set "start music". Perhaps the solution for you is the same: use the condition "frame position has just been loaded" and put the action "embed the font".

  • Do you mean the fix that was done in the build 292.17? The "non-beta" version will be released this week in theory.

    Ehm... I've tried going back to non-beta version of fusion to see if this bugfix is in the update, but the whole game stopped working. When I launch application in non-beta version of clickteam - the build just immediately crashes with no error or anything.
    I went back to beta-version and everything works just fine. I'm kinda scared to go back to original fusion 2.5 now O_O

  • The next official (non-beta) version is not released yet, the official version is still 292.14 that doesn't contain the fix. The current beta (292.19) is probably stable enough just continue using it until the next official version is published (this might be the build 292.19 if no last minute issue is reported).

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