Build 293.1 - 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.
  • Yay, I see the list. :)

    Yes the numbers are displayed as negative, but afaik it's not a problem, the correct value is passed to the Steamworks object. The problem was just the floating point conversion done by the Val function.

    On my machine the files are correctly downloaded in the Downloads sub-folder of the MFA.

  • Yay, I see the list. :)

    Yes the numbers are displayed as negative, but afaik it's not a problem, the correct value is passed to the Steamworks object. The problem was just the floating point conversion done by the Val function.

    On my machine the files are correctly downloaded in the Downloads sub-folder of the MFA.


    Wait. WHAT? How. They're still not downloading on my end and I'm still getting the error.
    I am so confused.

  • Wait. WHAT? How. They're still not downloading on my end and I'm still getting the error.
    I am so confused.

    Hmm, my Steamworks object hasn't the same size as the Clickstore version, although they've been built the same day (maybe just due to a new version of VS), and I see I've a different steam_api.dll in my test folder. Maybe it's the reason...

    I need to do some tests and maybe some changes to avoid conflicts between the steam_api used by Fusion and the one used by Steamworks, if I need to change it. I'll let you know tomorrow.

  • I'm having lot of odd behavior in Fusion. Can't say if it's done by update or I did something to my build. When I am using frame editor, building level in Fusion, placing objects on frame using ctrl+v sometimes over 80% of all objects on frame dissapear and all progress is lost. Anyone else? Might be Steam integrity or something did the verify and redownload. If this will occur I'll record it.

    Edited 3 times, last by PixelABCD (December 31, 2020 at 2:07 AM).

  • In the current version, I am getting this error when trying to compile to swf:

  • I really don't wanna be rude or anything. But Thank you a lot for this... it's been 10 years since that was an issue and this pissed me off back on windows XP to see that the exe wasn't unpacked. And every time I build something nowadays it triggers a false positive on any GameJam and stuff. I want to be more serious about game development and that was such a HUGE issue with fusion for a long time now.

    Quote


    - Windows build: new "Unpacked EXE" option in the Windows property tab. If this option is selected, DLL's and extension files are copied to a Modules sub-directory (you can change the name), and the app data are saved to a .DAT file with the same name as the EXE, this may reduce a bit the risk of false positive. You can use this option if you get false positives in the future and don't need a single EXE without other files. However, the best and most secure solution to avoid false positives is signing your EXE with a code signing certificate (not free), and not use this option so that your app data is signed too.

    It is greatly done! it's subtle and works with my tester that has Bitdefender on his computer and kept blaming me for the false positive! Huge thanks!

    If I have something to say about it, is that maybe the Unpacking can rename the ".mfx / .mvx" file names with other names that the current ".mfx" extension to be more subtle? I got "pinball.mvx" and that might looks weird for gamers to see a name like this in the game files lol.

  • In the current version, I am getting this error when trying to compile to swf:

    I cannot reproduce this. Did you install the SWF exporter after installing the build 293.1? If so, reinstall the build 293.1. Otherwise, does this happen with any application?

  • Hi i'm quite a new Fusion user (but used Games Factory and Klik and Play as a kid) and i'm currently making quite a big game in Fusion called 'Lone Fungus'. It's a metroidvania game with a huge world and i'm using loads of frames for different rooms.

    I'm just wondering if you are planning a 'Add object to all frames on start' function for Objects in the future, would make my life so much easier as right now i have to add an object to 130+ frames each time i do a new ability or a feature which requires a new object. And also a pause feature for launched objects through the launch function, i would really like using it as it makes creating projectiles real easy except there is no way to pause them... so i can't use it. Those are the big ones, i got more suggestions on how to make the engine better but those are the big two, a lot of the stuff which you guys added to DLC+ was GREAT and i'd gladly pay again for additional features which are good, i would love to keep using it in the future and also help marketing the engine as i'm making my game and future games. I truly think Fusion could be an extremely good engine for 2D game creation, as A LOT of people want to create 2D indie games now a days.

  • Instead of "Add object to all frames on start", probably a "Copy to other frames..." command in the frame editor would be easier to do, and safer too as there are possible special cases to handle when other objects in other frames have the same name, etc.

    What do you mean about pausing a launched object? Not sure if I understand.

  • Copy to other frames would be big help to current Fusion frame structure. Checking/adding object on each frame can slow down the workflow. Shared folder to all (or sub) frames without need to bring everything to the frames would be the best, but probably not doable in 2.5.

    What professorbasti meant by launched object pause is probably that once you launch an object, it goes its way and you can't modifiy it's movement. eg. commands like set speed, or set stop, etc. does not work and object does its flying - ignoring everything. No one uses launch function as far as I know because of this. Therefore it'd ignore your coded pause command and it'd still fly.

    Edited 2 times, last by PixelABCD (January 6, 2021 at 1:41 PM).

  • Yeah that would be great, just so it automatically adds an object to all frames! Im doing a metroidvania game and have 130+ frames atm where i have to copy objects manually, i mostly work with global objects, behaviours and global events so everything else is fine except that part :').

    What i mean with pausing launched objects is for the launch object function, which is convenient to use for projectiles. There is right now no possible way to stop them, i can't use the in built pause function cause my game has controller support so i did my own pause function where i turn off group of events, and use the pause physics for physics objects. It all works great, but right now i have to use the bouncy ball for projectiles and it's kinda iffy to use if i have several projectiles being shot at the same time. Hope i explained that well.

  • Instead of "Add object to all frames on start", probably a "Copy to other frames..." command in the frame editor would be easier to do, and safer too as there are possible special cases to handle when other objects in other frames have the same name, etc.

    What do you mean about pausing a launched object? Not sure if I understand.

    Where is the "Copy to other frames..." command? It is implemented in current version of Fusion?

    BTW, Have you confirmed about this bug I posted last year?
    Please login to see this link.

    Edited once, last by ASD (January 9, 2021 at 7:49 PM).

  • Just found this bug, it basically makes collide stop working if both objects have its animations stopped manually or by the end of a non-looping animation.
    It seems to only happen with PMO, but I'm not sure if this can happen in other scenarios...
    I've seen it trigger if jumping when inside the object (triggering in the middle of the object), but couldn't replicate in this example...
    It does trigger normally for overlap tho.

    Please login to see this attachment.

    Edit: just noticed that if the spike animation is running, but loop is disabled for the player animation (stopped through events or animation finished), it won't be able to change animation, but other actions like jump works normally.

    Edited 3 times, last by NaitorStudios (January 10, 2021 at 8:14 PM).

  • So, this version still doesnt fix the parse issue in event editor, see the screenshots, it says that the group is empty instead of showing every events using the counter:
    Please login to see this attachment.Please login to see this attachment.

    Another issue with "OR" in event editor, when i pass the mouse over the last collision action, i can't get the infobox of the selected object as you can see on the screenshot, if i move the collision action over another action, the infobox will be displayed for it, but the action under it, will not show its infobox:
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    (The red circles show where my mouse is)

    Those issues are really anoying when working on big projects...

  • I cannot reproduce this. Did you install the SWF exporter after installing the build 293.1? If so, reinstall the build 293.1. Otherwise, does this happen with any application?



    I will check it

    Html5 - The windows of the sub app are invisible until the end of the move if you move them using easing object

  • I found a bug. If you import in animation several frames at once (for example: image1.png, image2.png, image3.png, etc), and the first frame does not have an alpha channel, then the others are imported without an alpha channel, even if they have one.

  • How are the virus definitions lately? My old build is still based on last year's June build or earlier, not sure if it's safe to re-build yet?

    Please login to see this link.

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