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.
  • Sounds like a great update, as usual. Looking forward to getting it on Steam. :)


    Bug: Two items in the View menu have the same letter shortcut. It's impossible to go to Toolbars with a letter, as T activates Storyboard instead.


    Please login to see this picture.

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • You might want to have a look over the other menus too. I just noticed that the File menu also has this issue (Project & Print)

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • About the new Load Animation system, would it be possible to use it when the game is in runtime, to allow player to "mod" or "changes" sprites?
    It's an option I dreamed about since 6 years when I start making my own Level Editor. That's really something that was missing, that would be awesome if it's possible :O

    Developer of Inexistence available on Steam :
    Please login to see this link.

  • About the new Load Animation system, would it be possible to use it when the game is in runtime, to allow player to "mod" or "changes" sprites?
    It's an option I dreamed about since 6 years when I start making my own Level Editor. That's really something that was missing, that would be awesome if it's possible :O

    The new feature is made exactly for this, runtime loading

    Game/App developer, artist and a community contributor.
    You can support my work on: Please login to see this link.

  • About the new Load Animation system, would it be possible to use it when the game is in runtime, to allow player to "mod" or "changes" sprites?
    It's an option I dreamed about since 6 years when I start making my own Level Editor. That's really something that was missing, that would be awesome if it's possible :O

    This feature already exists, even without the new Load Animation system. You can add graphics to an active at runtime with the Animation>Load Frame action, and you can replace sprites with new ones as often as you like, while the game is running. You have to do it one animation frame at a time (full animations can be done with a fastloop of course), so the new Load Animation feature probably makes the process a lot simpler. But the basic functionality is already there, and has been for years..

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • Quote

    This feature already exists, even without the new Load Animation system. You can add graphics to an active at runtime with the Animation>Load Frame action, and you can replace sprites with new ones as often as you like, while the game is running. You have to do it one animation frame at a time (full animations can be done with a fastloop of course), so the new Load Animation feature probably makes the process a lot simpler. But the basic functionality is already there, and has been for years..

    Yes, but no, it's kind of buggy saddly.
    If you change graphics sprite on a event, it will change for all clone you've made (or you will made), so it's just not possible to use it for kind of Level Editor where player can add hundred of characters. Even if you use For Each it will not works, I already talked with Yves about this years ago.

    Quote

    The new feature is made exactly for this, runtime loading

    That's insane, I'll be able to continue working on my Fusion Engine I started years ago, I'm so happy!

    Developer of Inexistence available on Steam :
    Please login to see this link.

  • Thank you so much for this update.
    I was exited to finally upload my game in the developer console, but I got an error :
    Erreur : File 'BundleConfig.pb' was not found.
    Do you have any idea why I got this error and how to fix it ?
    Thank you!

  • Ah, I see. I use the load frame feature a lot, but have never needed it on multiple instances, so I haven't come across that limitation. It's great that you can do it now.

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • also these previous bugs where not fixed in this build, are anyone else also getting these?

    Please login to see this attachment.

    Please login to see this attachment.

    The break issue when the other actions are removed when you build a stand-alone app should be fixed in build 293.8 (I say "should" because it's a bit complicated so maybe I forgot a case, hopefully not).

    The selection issue is a tricky one, I remember I already took a look and it was not easy to fix so I postponed it and forgot. I'll try again, but after the current build is officially released.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!