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.
  • There's something not right with how Fusion is reading the sizes and coordinates of objects (width, height, Y bottom, etc.). I first noticed when "Y Bottom" of an object in my game was incorrectly reporting the Y Bottom of frame 0 instead of the current frame (1). It also happens with this test mfa (attached).

    This object's first frame is 32x32px and second frame is 32x150px. When you run the MFA, the "height" of the object should be 150 (except for the very first split-second):

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    But for some reason, this only happens sometimes. Sometimes when I run the MFA, it tells me the height is 32:


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    ....and sometimes when I run it it tells me it's 150:


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  • It seems that the problem exists only if you let the animation play itself out naturally. If you explicitly force the animation frame yourself, Fusion no longer seems to have a problem with reading the correct data from the object. So in the case of the MFA I attached above, adding the following event seems to make the problem go away (it now always correctly displays the height as 150):

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  • I tried the same experiment. What would happen for me is the first couple of times it would show 32, then pretty much every single time it was run after that it displayed 150. I tried changing it from a string to a counter to see if it changed anything but that didn't seem to make any difference to the behavior I observed.

    I suspect it might be something to do with how the "always" event works. I changed the the always event to "[Active] is visible?" (which is functionally the same event as awalys as Is Visible will always return true), & the string/counter displayed 150 every single time without fail.

  • Interesting. The only thing I can think of is that "is active visible" scopes the object while "always" doesn't (even though there's only one object, so scoping seems unnecessary). So maybe the scoping helps?

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  • I totally forgot that I had discovered and reported this bug already over a year ago: Please login to see this link.

    As is explained in that thread, the bug is actually a lot stranger than it would initially appear. For example, it can get affected by seemingly random things like whether there is a TimeX or Static Text object in the frame or not. Anyway, sorry for the double reporting. I'll copy some of the useful info above (eg. YesNoYes's finding) into that thread.

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  • REQUEST:

    is it possible to could get an added action to be able to set the time of the stop watch of the date & time object

    i need to be able to set the stop watch to a certain time & currently we only have the actions to start, pause & reset

    a SET action would be super helpful.

    thanks :)

  • I found what seems to be an animation bug. I don't know for sure if it's new, but I feel like I would have noticed this by now if it wasn't.

    Doing "force animation frame" of an Active Object has no effect if that animation has already reached its final frame naturally. This means that for some objects (eg. small amount of frames, animation speed set to 100) it's practically impossible to ever force their animation frame. (I found that sometimes you can't even force it in the same event that it was created in. It's as if you create the object, and it's already 'played' itself out by the time you try and force its frame in the next action.

    Here's a demo mfa:

  • I found what seems to be an animation bug. I don't know for sure if it's new, but I feel like I would have noticed this by now if it wasn't.

    Doing "force animation frame" of an Active Object has no effect if that animation has already reached its final frame naturally. This means that for some objects (eg. small amount of frames, animation speed set to 100) it's practically impossible to ever force their animation frame. (I found that sometimes you can't even force it in the same event that it was created in. It's as if you create the object, and it's already 'played' itself out by the time you try and force its frame in the next action.

    Here's a demo mfa:

    i encountered this long ago

    if you put on "loop" and put the "back to" frame to the last animation frame then it works,

    it seems as if fusion turns the object off when it reaches the end if the loop button is not checked

  • Anyone still having the "DEFAULT ICON" issue with the new release while compiling an Android app? I am.
    Any help would be appreciated. Thank you.

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  • i encountered this long ago

    if you put on "loop" and put the "back to" frame to the last animation frame then it works,

    it seems as if fusion turns the object off when it reaches the end if the loop button is not checked

    Ah, this rings a bell. Fusion's animation system is so strange. Thanks for telling me about the workaround. I'm sure you just saved me hours of future headaches X)

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  • Would be really usefull to have some options to disable code line or groups at Build, to have some debug fonctions only on editor.
    It's really boring to disable and hide everything related to debug when you want to make a build.

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