Hello,
Property request : Would it be possible to display the real image and not the icon in the explorer object when using the Large and small icons function
Thank you
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Open a TicketHello,
Property request : Would it be possible to display the real image and not the icon in the explorer object when using the Large and small icons function
Thank you
If I use the search (Find all...), then go to the event line founded in global events, then delete it and and select it again in the results window, Clickteam will crash
[MENTION=15682]Volnaiskra[/MENTION] how did you get the expression editor text colored like that?
[MENTION=15682]Volnaiskra[/MENTION] how did you get the expression editor text colored like that?
You can choose your colors in the preferences (access them from the top menu bar)
my iphone fusion game gets super taxed when my iphone goes into low battery mode.
and it is dropping my framerate massively. which doesn't happen on other games.
have you guys put it into some sort of slow mode at that point?
maybe something to do with what's mentioned on this webpage
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Will the support of shaders/effects 3.0 ever be fixed?
I mean, I have some that uses this that I downloaded in the past and are all broken now...
Also I would like to make some shaders and this really limits things...
my iphone fusion game gets super taxed when my iphone goes into low battery mode.
and it is dropping my framerate massively. which doesn't happen on other games.
have you guys put it into some sort of slow mode at that point?
maybe something to do with what's mentioned on this webpage
Please login to see this link.
mm not sure why you get this, can you post iphone model, version
mm not sure why you get this, can you post iphone model, version
iphone SE, 32GB
software version 13.3.1
model number MP832B/A
Will the support of shaders/effects 3.0 ever be fixed?
I mean, I have some that uses this that I downloaded in the past and are all broken now...
Also I would like to make some shaders and this really limits things...
It's only for DX9 and yes it won't be fixed (limitation of what we use for DX9).
DX11 hasn't this limitation.
just noticed this, sorry if it's already been reported but it very much seems to be a bug
setting alpha blending coefficient on a counter cuts it in half. it can be seen on the bottom counter in this image:
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both counters are set to display as text. top one has no alpha, bottom has 150. it should say 43 i think. the top one also cuts in half if I set alpha on it.
using DX11 on 2.5+
I have one suggestion that would greatly improve rotation of pixel art...
I don't know if Clickteam heard about this, but there's an algoritm that called RotSprite, it's dramatically better, this could be an middle option (or completely replace the 0) for the quality setting when changing the angle of an object.
I believe the algoritm works by upscaling the sprite with Scale3X algoritm (or simply scalling 8x), rotating it and then downscaling to the original size or something like that...
To avoid introducing a new color, the averaged color is then snapped to the closest color in the palette.
(open the image and zoom to better see the effect)
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[Mistranslation in Japanese]
Expression => Object => Movement => Physics => Velocity Angle
角速度 => 線速度
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[Mistranslation in Japanese]
Expression => Object => Movement => Physics => Velocity Angle角速度 => 線速度
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Are you 100% sure? in google translate 角速度 gives the correct translation, the translation for 線速度 is weird
I have one suggestion that would greatly improve rotation of pixel art...
I don't know if Clickteam heard about this, but there's an algoritm that called RotSprite, it's dramatically better, this could be an middle option (or completely replace the 0) for the quality setting when changing the angle of an object.
I believe the algoritm works by upscaling the sprite with Scale3X algoritm (or simply scalling 8x), rotating it and then downscaling to the original size or something like that...
To avoid introducing a new color, the averaged color is then snapped to the closest color in the palette.
(open the image and zoom to better see the effect)Please login to see this attachment.
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Are you talking about rotation in the editor or at runtime? Rotations at runtime are done by DirectX (unless you are in standard graphic mode), so this would affect only rotations in the editor (picture editor for example).
Are you 100% sure? in google translate 角速度 gives the correct translation, the translation for 線速度 is weird
Yes You are quite right. However, currently, "Angular Velocity" is also translated as "角速度", so the same word exists more than once.
The "Set linear velocity..." action for change Velocity Angle is translated as "線速度" in Japanese. I think "線速度" is correct translation for PVelocityAngle.
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Hi I found some issues doing some testing:
Active Picture with Physics Movement does not behave the same as Active object for example: no rotation and off centered physics. Need to be able to set the Hot Spot, Action Point in the Active Picture object properties, Because setting Hotspot to center at Start of Frame will shift the object(s) position.
Regular Picture Object also does not behave probably as an Physics Obstacle.
I was doing some testing on creating levels with the frame editor by placing the Active Picture object or Picture object to use them as Tiles and just load the resource from data elements. Currently using global Active Objects as Tiles, I just thought it would be more efficient If I loaded the resource with Active Picture instead of creating multiple active objects for each tile graphic. It may not make much of difference in terms of memory saved, I may be overthinking this. I still wanted to report the problems I found.
Thankyou.
Are you talking about rotation in the editor or at runtime? Rotations at runtime are done by DirectX (unless you are in standard graphic mode), so this would affect only rotations in the editor (picture editor for example).
I'm talking at runtime, could something like this be done to improve rotation of pixel art without getting jagged or blurry pixels?
I'm talking at runtime, could something like this be done to improve rotation of pixel art without getting jagged or blurry pixels?
Hmm, as I said at runtime it's done by DirectX (= by the GPU), and IIRC the only option we can change is anti-aliasing.
[MENTION=5114]Yves[/MENTION]: Just wanted to report that Fusion‘s PC runtime does not handle punctuation in Cyrillic script correctly. Punctuation does not stay attached to the corresponding words and thus tends to jump isolated on line breaks. This is essentially harmful as the Russian language seemingly uses a lot of commas. Nicholas told me on Discord the issue already got fixed for the console runtimes, would be great if you could include that for PC too. Any Russian translation is a pain to handle without the fix.
[MENTION=12521]Julian82[/MENTION] when you posted this I just blocked on the "fix in console runtime" part and didn't think the problem could be different. The text drawing routines in the console runtime are similar to the ones in the DirectX11 runtime, but your game uses DirectX 9, correct? If so, this is specific to DirectX 9, I should have thought of it sooner. I've just fixed this text wrapping issue for Russian in DirectX9 mode, here: Please login to see this link.
Thanks for notifying me, Yves! Yes, I’m on DX9!
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