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.
  • [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)

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  • 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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  • 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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    mm not sure why you get this, can you post iphone model, version

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • 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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    Edited 5 times, last by NaitorStudios (May 20, 2020 at 12:15 AM).

  • 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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    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?

  • [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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