Keep Objects in One Frame and Load Them in Another with Create Object

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  • Is it possible to create a frame just to store a bunch of global objects and then use "Create Object by Name" to load them in another frame WITHOUT having a copy of that object already in the frame?

    I've tried doing it, but it seems like there needs to be a copy of each object in the frame to begin with. If I have dozens of frames, I would like to avoid copying every object into each one.

  • By design, the object must be present in the frameeditor for it to be able to exist in your game, so the answer is no, unfortunately.

    Basically this. I'm pretty sure you need to have a copy of the object present in the target frame to create the object with an event.

    If memory usage is your concern, you can try unchecking "create at start", "visible in frame", "save background" in the object properties, but you will have to have another action to make the object reappear again after it's been created.

    There used to be a kind of hack on clickteam fusion, where if your game frame has a lot of objects, and you put all your objects in a blank/dummy frame & put it before your main game frame in the storyboard editor (the dummy frame doesn't have to have any events besides a way to jump to the main game frame), it reduces the loading time of the next frame, like somehow it preloads all the objects. As far as I know this only affects frame loading times. I used to use this technique on Android apps as sometimes clickteam-built apps could crash/ANR if they tried to load a frame with a lot of objects.

  • By design, the object must be present in the frameeditor for it to be able to exist in your game, so the answer is no, unfortunately.

    Basically this. I'm pretty sure you need to have a copy of the object present in the target frame to create the object with an event.

    If memory usage is your concern, you can try unchecking "create at start", "visible in frame", "save background" in the object properties, but you will have to have another action to make the object reappear again after it's been created.

    There used to be a kind of hack on clickteam fusion, where if your game frame has a lot of objects, and you put all your objects in a blank/dummy frame & put it before your main game frame in the storyboard editor (the dummy frame doesn't have to have any events besides a way to jump to the main game frame), it reduces the loading time of the next frame, like somehow it preloads all the objects. As far as I know this only affects frame loading times. I used to use this technique on Android apps as sometimes clickteam-built apps could crash/ANR if they tried to load a frame with a lot of objects.

    Well, my main reason for wanting to do this is I have an active object with its own set of behaviors which affect a group of active objects serving as buttons. The events control their location on the screen, when they appear, how they move, everything. So there is no purpose in having them in the frame other than to get called up by event. I have dozens of frames and every time I add a new button I have to go through and make a copy of that button on every frame. I just wanted to have a single frame with all the buttons in it. Since they are global, and there is a "master" object with behaviors present in every frame, I thought there must be some way to create the global objects in an event without needing to cut and paste them into each frame.

  • By design, the object must be present in the frameeditor for it to be able to exist in your game, so the answer is no, unfortunately.

    So I guess I don't need to create object by name. Merely selecting it from the list of objects in each frame works. And I can create an object from another frame IF the create object event is in the main event editor for that frame. However, I cannot do this with a global events, nor a behavior events.

    Would anyone know a way around this, or am I stuck copying and pasting the create object events into each frame?

  • I wanted to participate in this thread too as I'm having the same problem myself.

    I just don't see why creating of objects from the global event editor don't work unless the given global objects are present in the frame - this is yet *another flaw of global objects in Clickteam Fusion and it's really a shame (no offense Clickteam) which could be fixed in a future update.

    I work on a game which as I progress gets bigger and bigger with many objects - most of them are global objects like items that the character can pick during the game or even pop-up menu objects with on-screen information for the player. Since most of these conditions are repeating themselves in each and every frame I don't want to copy and paste them in the local event editor of each frame - which works fine even when the items are NOT present in the frame. It just becomes cumbersome to follow the many objects lying around off screen. So putting all these global objects in a dedicated 'bank' frame where each and every object is showing there once should be the right way to go. The problem comes when you move the "create object" conditions from the local event editor of a frame to the global event editor; there they no longer work, and you must have a copy of the object you want to create in the frame - something that again, you don't need to do when you're in the local event editor; objects there can be called from a different frame without any problem.

    *By saying "another" flaw, this is in addition to the flaw that global objects' Icon doesn't update in all frames, including in the event editor of each frame which shows the objects by icons. So if you have a global object in many places in your application and you then decide to change its icon to something else to better distinguish it in the event editor, the change will only reflect in the frame you're making the change, leaving an old version of the icon in all the other frames and in their event editors. Very frustrating... And I'm pretty sure that Clickteam can fix this in a future update too. These are small things that make a big difference. I really hope that our feedback here could make Clickteam Fusion better.

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