Build 293.10 - 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 believe I've discovered a bug in fusion's object selection with for each loops and child events..

    kept having this problem in my game where certain objects where not selected correctly and I think I've found and isolated the problem. hopefully this is something that can be fixed!?

    this is for the latest build and 2.5+

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  • Hello, earlier today I discovered a bug with built in physical platform movement and Physics-Ground object

    Bug:
    When having Physics-Ground objects with (bottom to top or vice versa) selected in there properties
    While having an object that uses the physical platform movement colliding with it (backdrop collision)
    It can basically jump infinite amount of times while it's colliding

    Note:
    That only happens with Physics-Ground object

    Example:
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  • Yet another suggestion how to create current 2.5 tool. When you create object you set its X/Y, can we have an option to Create at X/Y mouse at this tab?? This would speed up process of some debug processes a lot.

  • Yet another suggestion how to create current 2.5 tool. When you create object you set its X/Y, can we have an option to Create at X/Y mouse at this tab?? This would speed up process of some debug processes a lot.

    Actually CT should add expression support to there actions/conditions that only accept real value, e.g. creation you mentioned, or test objects in zone.
    For the first one, as scope will be updated to the newest created object, you can set it's position by expression later in the same event (still very troublesome tbh), as the second one, we are not lucky enough to have a chance to change the zone, you can only test the zone by absolute position (e.g. X 125~150, Y 50~100, usually we need X XLeftFrame~XRightFrame, Y YTopFrame~YBottomFrame)

  • I would humbly like to suggest fixing the iOS Touch screen to start bug in HTML5 exporter.

    Thank you for your consideration.

    [SIGPIC][/SIGPIC]
    Music Education for the 21st Century
    La pédagogie musicale au 21e siècle

  • Why I can replace existing frames of the active object but can't add new frames (at runtime with action Load Frame)?

    Because it's already loaded on memory, replace frame only replaces the texture in memory, adding frames would need to shift stuff around within memory, and this would certainly break a ton of optimizations...
    Phi did a proof of concept showcasing a extension that can add a animation frame, that that's highly experimental and not available publicly.
    I wish it was simpler, but if you want to actually add animations frames you'll need to create your own custom animation system, I'll make one to use spritesheets, since I've made a spritesheet effect (shader).

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