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.
  • Here's an example using the kernel object [MENTION=15682]Volnaiskra[/MENTION]

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    Fantastic. Thanks! btw, how did you know to do #32770?

    And would you be able to tell me how I can use the kernel object to forcibly give edrtex.exe focus? (preferably not having to use the "title", as that will change from time to time). If I run the MFA then alt-tab to Photoshop, none of these manage to bring the MFA back in front of Photoshop. The best they can do is make the MFA's taskbar icon blink:

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    The reason I ask is because for some reason, half the time I "run frame" in my MFA (rather than run application), it opens up in the background and I have to alt-tab to get to it.

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    Edited 5 times, last by Volnaiskra (April 5, 2020 at 3:04 AM).

  • I'll have a look at those objects.

    I now have a hotkey in my MFA that toggles the debugger on and off. Super convenient. Thanks again!

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  • Fantastic. Thanks! btw, how did you know to do #32770?

    And would you be able to tell me how I can use the kernel object to forcibly give edrtex.exe focus? (preferably not having to use the "title", as that will change from time to time). If I run the MFA then alt-tab to Photoshop, none of these manage to bring the MFA back in front of Photoshop. The best they can do is make the MFA's taskbar icon blink:

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    The reason I ask is because for some reason, half the time I "run frame" in my MFA (rather than run application), it opens up in the background and I have to alt-tab to get to it.

    Try Select window from class name "Mf2MainClassTh"
    Bring to top

  • [MENTION=29774]fnkycoldmadeanr[/MENTION]: got it working. Thanks a lot.


    [MENTION=5114]Yves[/MENTION]: Is there any chance we could have some way to manually limit the number of altVals the debugger shows? I use Alterable Value DB for some of my objects (I purposely chose this very high altVal so that it'll never conflict with any named altVals I might use...also, I use it to flag items that are to be shown in the debugger, hence the DB helps me remember its purpose). But now it's basically impossible to see an object's altVals and its flags at the same time, because the altVals take up almost the entire (portrait mode) monitor.

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  • [MENTION=5114]Yves[/MENTION] : 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 normalPlease login to see this attachment.Please login to see this attachment.

  • [MENTION=5114]Yves[/MENTION] : 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 normalPlease login to see this attachment.Please login to see this attachment.

    Could you attach an example that shows what you say, please.

  • There seem to be some bugs with the repeat while "key" is pressed condition, at least on my system. The problems affects only some key combinations (eg. ctrl and number keys). MFA attached. Incidentally, if I replace all the conditions with ControlX conditions, I get exactly the same behaviour.

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  • ^ The problem seems to be that when the 5 key is pressed, it forcibly 'unpresses' the Ctrl key, even if ctrl is physically still pressed. Weirdly, this happens with some keys (eg. 1-5, S, and Q but only partially) while it doesn't with others (eg. 6-0, A, W).

    Weirder still, when I hold CTRL and tap S (the letter), CTRL is forcibly 'unpressed', but when I tap S again, CTRL becomes 'pressed' again. But when I do the same and hold CTRL and tap 5 (the number), CTRL is forcibly 'unpressed', and remains 'unpressed' even when I tap 5 again.

    This behaviour is consistent across the default keyboard/mouse object, controlX, and the "Key" object. It's also consistent across 2 different physical keyboards from different brands that I tried. I don't think it happens in all other programs, but I'm finding it hard to test correctly for this so I don't know for sure.

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    Edited once, last by Volnaiskra (April 7, 2020 at 5:53 AM).

  • I can't reproduce this. Each time I reach step #13, the object is renamed to "test", not "test 2". Build 292.22.

  • I can't reproduce this. Each time I reach step #13, the object is renamed to "test", not "test 2". Build 292.22.

    Hmm, yes. That is strange. Even though I repeated those steps myself dozens of times with the same crash result, it no longer works for me at step 13 either. I suspect it may be related to the fact that I upgraded from R292.10 to R292.22 to test it on the latest build, but then afterwords I downgraded back to R292.10. Ever since I upgraded and then downgraded, I get the same behavior that you are getting.

    Despite this, I've found a new way to still make it crash. It's slightly simpler than before. Basically do the same 13 steps like I described before, and then just delete the object and go into the event editor.

    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. Delete the object.
    15. 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.

    Using this new method works for me both on R292.10 and R292.22. This time I also made sure to test it one more time after downgrading back to R292.10 again, and it still crashes with these new steps.

    Does this new method cause it to crash for you?

  • I just tried this method and it crashes for me. I used the Event List Editor and not the Event Editor. Hovering over the red question mark (in the ELE) didn't crash for me, but when I double-clicked the action, then it crashed.

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  • Hurray! It's good to know I'm not just going crazy.XD

    I can confirm that doing it in the Event List Editor also does not crash for me when hovering over the icon. It either crashes upon attempting to edit the action and canceling out, or upon trying to select a new action by clicking on the object in the New Action window.

  • Thanks! This one will be fixed in the next update.

  • You're welcome! Glad this bug could finally be cornered. I was afraid it might change it's behavior yet again.

    Also, thank you for all of these updates you've been putting out recently. A few of the additions in the recent updates are almost as interesting and useful as the additions that came with 2.5+ and its associated update. Alt values and strings for counters and strings, event order options, and increased max objects in the frame properties, to list a few of the best ones.

  • Quote from Also Me

    Hello @Please login to see this link.what about this ?

    Still try to ask my question again... players asked me when i'll be able to fix this on my indie game, and I can't anwser them... so please, at least just a "yes it's a bug" or "no you can fix it" will help me.
    Thanks.

    Developer of Inexistence available on Steam :
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  • Restore animation frame seem to be somewhat broken or not working correctly...
    I guy on discord had a problem with it, the logic wasn't making any sense, now I tried an old example that uses it to recover animation frame when using embed collision on other animations, and it seen that it's not working like it suppose to...
    I'm pretty sure this would work on older versions...

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    Edit: Looks like "Do not reset current frame duration when the animation..." under "Compatibility" in the Runtime Options fixes it in this example
    But not for this one:
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    Edited 2 times, last by NaitorStudios (April 10, 2020 at 9:38 PM).

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