Build 292.29 - 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.
  • I found a case where the collisions do not work properly.

    Apparently the Easing object doesn't tell the runtime to trigger the "immediate" condition "Collision between X and Y" for the objects it moves, I'll ask Anders if it's intended or if this should be fixed. In the meantime you can use the Is Overlapping condition, this one will work.

  • I've checked the OUYA object, it's outdated on my machine too, I'll check with Fernando on Monday. In the meantime please ignore this error message.

    PS: are you sure you need the OUYA object? IIRC nobody uses OUYA anymore.

    Thank you so much [MENTION=5114]Yves[/MENTION]. Much appreciate your time answering and checking this.

    Actually, I thought that I need the OUYA object in the frame in order to make the game playable on Android devices in terms of the control (my game is set to be controlled with the D-Pad). But then I realized that I don't need it as I just had to set the "Player Control" to "Input Device 1", and to make the movement conditions related to the "Player 1" object (Joystick -> Read Joystick State -> and to pick a direction or fire button as needed).

  • I found a case where the collisions do not work properly.

    Yves' suggestion of using is overlapping is probably the simplest solution. You can combine it with only once when event loops so it only checks once per collision, which is more performant and closer to what Collision between does.

    You probably know all this already, but just in case, I'll mention that there are a couple of other things you can do to get around this bug and still use Collision between. One is to use the Easing object more indirectly, by easing some values first, and then applying those values to the object's movement. That's how I do it in my game. You do this with the EaseInBetween expression:

    Please login to see this picture.

    In the case of your example, it would look something like this:

    Please login to see this picture.


    Another option is to use the Please login to see this link., which gives you similar functionality to the Easing Object but without using any extensions (it does all the math with regular Fusion code that's hidden 'under the hood' in the widget's behaviours).

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • Please login to see this attachment.

    Screenshot showing Arial as an Open Type - Tahoma displays as an Open Type as well.

    Interesting, yes I see this also. But when you copy the fonts to another folder it saves TTF files, that's why I though it was TTF fonts. OpenType is derived from TrueType, apparently the library we use support it too.

  • In fact, I solved it much easier because I don't have to check for collisions - It was just an option. Anyway, I just wanted to inform you that there is such a case and that's it.

    I have a question, why in the list editor I can change the tested object by double-clicking on the object icon in the condition, but not in action? This means that when I want to replace an object, I have to rewrite the entire action or drag an icon from another action, but it is not always in sight and you need to create a new action.

  • I created a blank application and uploaded it to virustotal. (F2.5+ dev, latest version)

    Please login to see this link.

    13/71 detected it as malware, wow.

    checks-user-input
    direct-cpu-clock-access
    invalid-rich-pe-linker-version
    overlay
    peexe
    runtime-modules

  • New bug found

    Before using this code, press ctrl + s(Mute sample)

    Code
    * Global Value C = 1
    + 3 - Bop 1 is not playing
    	storyboard controls : Next frame

    If your in-game events depend on the ending of certain sample, they will never happen if the player mutes them.

  • New bug found

    Before using this code, press ctrl + s(Mute sample)

    Code
    * Global Value C = 1
    + 3 - Bop 1 is not playing
        storyboard controls : Next frame

    If your in-game events depend on the ending of certain sample, they will never happen if the player mutes them.


    This is probably because ctrl + s pauses the music and then Fusion treats it as still playing, so that event then never becomes true. You'd have to do something else - like add in (or) sample is paused or a countdown. (I had queried, this before, myself.)

    @Please login to see this link.
    I use Windows XP 32 bit as development system.
    Can I do the update, or will Fusion 2.5+ not work on Windows XP 32 bit?

    R292.22 Works great with Windows XP 32 bit.

    Yes, it will - the issue was fixed with 292.29 - in any event, you can try it, and if there's a problem you could reinstall any of the previous versions from the Product Owner's Lounge again.

    Casual games: Please login to see this link.

  • I created a blank application and uploaded it to virustotal. (F2.5+ dev, latest version)

    Please login to see this link.

    13/71 detected it as malware, wow.

    Yeah, it went worse this week-end, and yesterday it was 28... so actually 13 is a progress. ;) Some of them haven't answered my messages yet, and one or 2 are new, I'll contact them too.

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