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.
  • 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.

    +1
    Having debug code groups included in the editor testing but not at build would save a lot of time, for sure.

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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.


    There are many ways to accomplish this.
    For example, you could check command line for a specific piece of string to enable debugging groups.
    Then you only need to go to the properties of the mfa and place the command line there, that will only be used when running from inside Fusion.

    Or you could detect it the exe running is Edrt.exe instead of the filename it should be when built.
    You can also detect specific stuff from your computer so it only shows debug stuff for you, etc

  • There are many ways to accomplish this.
    For example, you could check command line for a specific piece of string to enable debugging groups.
    Then you only need to go to the properties of the mfa and place the command line there, that will only be used when running from inside Fusion.

    Or you could detect it the exe running is Edrt.exe instead of the filename it should be when built.
    You can also detect specific stuff from your computer so it only shows debug stuff for you, etc

    Mine is set up to have a parent debug group that detects if a global value is set to 0 or 1. Depending on the results, it will activate/deactivate the sub-debug group. It'd just be easier to have an option built in to not include at build-time rather than remembering to change the global value before making a new build. Ideally, this could be included where groups have the "Active when frame starts" option.

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  • If you only changed the icon on About Properties, that won't do it.
    You gotta change on Android Options tab, scrolling down there you should find "Launcher icon" with a Edit button at its side.

    I feel f**king stupid! I don't know how I missed that! XD Thank you! I'm adding you to the credits in my next couple of games.

    [SIGPIC][/SIGPIC]
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  • One feature that I saw in code recently that I think would be great for expressions:

    Having these operators inside expressions: == != <= >=
    So we could check something without having extra events and conditions, it would return 0 or 1 (false / true)

    I might try making a extension for this, it's nice now that DarkEdif can export Android and iOS as well
    But it would be better to have it natively, so expressions would be a lot smaller and tighter than a extension can do.

  • It'd just be easier to have an option built in to not include at build-time rather than remembering to change the global value before making a new build. Ideally, this could be included where groups have the "Active when frame starts" option.

    I think you didn't understood my suggestions...
    Here's some examples.

    This first one is completely automatic, it simply detects if you're running from Run inside Fusion, if you use Build & Run or double click the app EXE it will not be enabled.
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    This second one is kinda of automatic, but you can disable it and can be enabled during runtime by adding the command to the exe's shortcut.
    It detects the command line, it checks for a specific command (in this case "debug")
    The command line property of the MFA properties is only used from within Fusion, but you can create a shortcut to the exe and place the command line there if you want to.

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  • One feature that I saw in code recently that I think would be great for expressions:

    Having these operators inside expressions: == != <= >=
    So we could check something without having extra events and conditions, it would return 0 or 1 (false / true)

    I might try making a extension for this, it's nice now that DarkEdif can export Android and iOS as well
    But it would be better to have it natively, so expressions would be a lot smaller and tighter than a extension can do.

    Yeah I would definitely agree

    Especially that this kind of stuff was implemented before, like AND, XOR

    Game/App developer, artist and a community contributor.
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  • I think you didn't understood my suggestions...
    Here's some examples.

    This first one is completely automatic, it simply detects if you're running from Run inside Fusion, if you use Build & Run or double click the app EXE it will not be enabled.
    Please login to see this attachment.

    This second one is kinda of automatic, but you can disable it and can be enabled during runtime by adding the command to the exe's shortcut.
    It detects the command line, it checks for a specific command (in this case "debug")
    The command line property of the MFA properties is only used from within Fusion, but you can create a shortcut to the exe and place the command line there if you want to.

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    Ahhh, thanks for the clarification. That's a great way of doing it. Thanks!

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  • I was doing some tests and discovered that Frame Effects will affect performance based on the window size (or monitor's resolution when fullscreen)
    Originally I thought this affected any DX11 app independently from using shaders or not because of how different fullscreen is on DX11...

    Anyway, for now I think I can convert shaders to be used on layers as a workaround (some will not work or look right on layers tho).
    But would be nice if this got fixed.

    Here's a EXE showing the issue, it depends on a lot of factors, but it's easy to notice when using a intensive shader, you can see how fps changes based on the window size:
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    (you can check the FPS with Fraps or something)

    Edited once, last by NaitorStudios (September 25, 2021 at 1:57 PM).

  • I hope that after 9 months of waiting, (practically a birthing) you will at least come out with an update that contains the possibility of flipping the active objects, is that right? :)

    I'll do a special celebration if that happened...and maybe release the prisoner from my house as a part of the celebration :D

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  • Can somebody please update the version on steam? The build there is from last year!
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    That's the last "release" version. The next version is still in beta (currently 293.6). But it's available on Steam if you want it, by using Please login to see this link.. I've been using it for weeks without any real issues.

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  • Thank you! I discovered that the steam version has a serious issue on linux, which the installer version does not have - playtesting doesnt work at all on steam.
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    shame, since I was hoping to use fusion on the steam deck (SteamOS is arch linux based and uses proton to run windows apps/games), which I preordered

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  • Hi, someone brought to my attention to that collide/overlap is failing entirely on Android/iOS if the object has a big transparent/blank border.
    So I did this test to see what works and what doesn't:
    - Having a blank border will make it fail with Fine Collision ON.
    - Fine collision OFF with or without the blank border will work.

    It works fine on Windows and HTML5, couldn't test other runtimes.

    Here's the mfa of the test: Please login to see this link.

  • Howdy, It appears like this event doesn't trigger for some reason, atleast on windows runtime, I don't know about other runtimes

    Code
    [B]* Start of Frame:[/B]
    - [I]Group: Make Invisible[/I]

    It only happens with a group of strings and only doesn't trigger for the start of frame condition, so any other condition will trigger
    the only workaround now will be to run a loop at start of frame like this:

    Code
    * [B]Start of Frame:[/B]
    - [I]Run loop "1"[/I]
    
    
    * [B]On loop "1":[/B]
    - [I]Group: Make Invisible[/I]

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  • No idea if this is intended or not, but if you apply a effect to the frame or layer, it will have all parameters zeroed out instead of using their default values defined on the XML file.
    A bit of a pain to set all parameters when applying a shader with tons of parameters from event editor, but yeah, that happens...

  • ive got a weird sound bug . sounds not playing when frame is run unless you left click and hold mouse on the debug window. i will share a zip with the mfa and two small sound samples in it. mfa is commented to show how its working. its nuts weird bug. tested on current release and latest beta and its the same on both versions.


    move player close to one of the red actives till it goes green and then left click and hold mouse pointer on debug window and sound will play when you release mouse sound stops . oddness lol.Please login to see this attachment.

  • If you copy and paste a piece that has true black (0,0,0) on the Alpha Channel editing part it will become transparent (so whatever it has behind it will be kept).
    Happens either if you copy from another software or from the Alpha Channel itself.


    Yeah, it happens with importing images too. In some circumstances, manually changing the transparent color prevents this behaviour. But in other circumstances (eg. creating a custom qualifier icon, IIRC) it doesn't. It seems that a black transparent color is hardcoded into Fusion in some places. Which is a shame, since black is probably the worst choice for a transparent color.

    I've just trained myself to never use pure black in any of my graphics, and use something like 1,1,1 instead. :/

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