hey Yves, just checking, that feature Animation>Load Frame for MAC will be available at the 292.22 final or 292.23? Thanks
Build 292.22 - 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.
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.
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Bonjour,
J'aimerais savoir c'est quoi The Reactor et comment fonctionne son adhésion ?
Merci
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Feature Request:
Could we please have the ability to view how many images are being used in our application out of the maximum 65500 limit? The image count and limit I'm referring to was discussed in this thread: Please login to see this link.
Didn't want to bump an old thread so I'm requesting it here.My game will have a lot of images in it by the end. I'd like to make sure I'm planning things out in a way that doesn't hit the limit (Didn't even know there was one until recently). It would be far too time consuming to manually count every frame of every object to determine the number, especially as it fluctuates frequently during development. If it's not too difficult to add, such a counter would be quite useful and very much appreciated.
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Did you define those variables (above AA) in the properties of the object?
Yes all variables used have been defined.
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[MENTION=5114]Yves[/MENTION] Please add a video player for all platforms.Thanks
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[MENTION=5114]Yves[/MENTION] Please add a video player for all platforms.Thanks
OR.... Add a updated vid player that lets you stream from places like Youtube and Vimeo etc (the old player does not work now as YT changed the format from flash and that screws it up playing)
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Hi!
Don't know if it's only on my side, or if it's a bug, but when the gamepad is deconnected, when I replug it, it didn't works.
I have to restart the frame for that.
Did you know how to fixe this, cause it's a real problem for players -
Crash Bug:
If you name and rename objects in a very particular and improper way, you can get Fusion to crash quite easily by following the steps below.
1. Make a new file.
2. Make sure there are 2 frames.
3. Go to Frame 1 and create an active object.
4. Rename this object. For example, name it "test".
6. Go to the events of Frame 2.
7. Create a new event. On start of frame, create the test object. You will have to select it from the list of objects of Frame 1 in the Create Object window.
8. Select and copy the event.
9. Delete the event.
10. Go back to the frame editor of Frame 2, and then go back into the event editor of Frame 2.
11. Paste the event. The test object should now appear in the event editor as a shortcut.
12. Go to the frame editor of Frame 2.
13. Create a new active object. Name it the same as the object in the events. For example in this case, name it "test".
14. This new object will automatically be renamed to "test 2" because there is already an object called "test" being referenced in the events of this frame.
16. Click somewhere within the frame editor, and then click on the object again to bring its properties back up.
17. In the Name field, remove the " 2" so that the object is just called "test" again and hit enter. Now it should actually be called "test" rather than "test 2".
18. Delete the object.
19. Go into the event editor. If it does not crash immediately, you should see that the shortcut for the test object has now become a question mark icon. If you scroll the mouse over the icon for the object, Fusion will crash.Please login to see this attachment.
Although I came across this bug while using build R292.10, I also tested it out on the latest build R292.22 and it occurs in both versions. I have 2.5+ installed as well. This crash will occur both with normal objects and global objects.
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Steam version of Fusion has a bug. After compiling the Android application and after closing Fusion, Steam thinks that Fusion is still open, Steam shows that I "still use it". And he does not allow me to open Fusion, so I have to restart Steam to reopen the Fusion.
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Steam version of Fusion has a bug. After compiling the Android application and after closing Fusion, Steam thinks that Fusion is still open...
I Please login to see this link., the Java compiler (java.exe) used by Fusion is lingering around. You can kill java.exe in Task Manager, no Steam restart needed. -
Oh, ok.. Thank you, Phi! But it's still worth fixing
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Bonjour,
Je pense qu'il ya un problème avec le mouvement "tirer et lâcher" utilisé avec le runtime html5 . Lorsque je test mon app. html 5 sur une tablette androide ca ne marche pas. Mais lorsque je test mon application html5 sur windows ca fonctionne bien
Merci et bonne journée
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I find a bug. When I use Window Control Extension with Direct3D11 fonts in my frame become "compressed". But if I use the Direct3D9 instead of Direct3D11 font become normal Please login to see this attachment.Please login to see this attachment.
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[MENTION=5114]Yves[/MENTION] I found a Bug: the animation of the Counter doesn't work as expected.
Maybe it has something to do with the new "alterable value for counter and string," functionality.
I attach you an example. -
[MENTION=5114]Yves[/MENTION] I found a Bug: the animation of the Counter doesn't work as expected.
Maybe it has something to do with the new "alterable value for counter and string," functionality.
I attach you an example.It's because of the maximum value of your counter, it's not correct. Fusion calculates the frame to display with this formula: (number of frames) * (current counter value - minimum value) / (maximum value - minimum value)
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Ah, ok, thank you!
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Hello [MENTION=5114]Yves[/MENTION] what about this ?
QuoteHi!
Don't know if it's only on my side, or if it's a bug, but when the gamepad is deconnected, when I replug it, it didn't works.
I have to restart the frame for that.
Did you know how to fixe this, cause it's a real problem for players -
In case it's very easy to implement, could we get an action to "close the debugger"?
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In case it's very easy to implement, could we get an action to "close the debugger"?
+1
and speaking of the debugger, the add new object, X & the dots have disappeared from my debugger in this build. when i shrink/enlarge the debugger window frame they appear temporarily, but disappear when i let go off the shrink/enlarge before i can press them X)
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Here's an example using the kernel object [MENTION=15682]Volnaiskra[/MENTION]
Please login to see this link.
Also the new "send text to output window" ctf2.5+ feature is very useful.
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