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.
  • 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.

    Great Yves, thanks for the quick update!

  • Okay well take back everything I said, the issue is also present here too... you can't just change the animations of one instance without changing for all of them... it's really a pity, it limits so much the usefulness, I don't understand how it can be useful with this kind of problem.
    What a false joy... :/

    is it still planned to fix this Yves ?

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  • Okay well take back everything I said, the issue is also present here too... you can't just change the animations of one instance without changing for all of them... it's really a pity, it limits so much the usefulness, I don't understand how it can be useful with this kind of problem.
    What a false joy... :/

    is it still planned to fix this Yves ?

    There is no fix to do, it's a well known fact that in Fusion all instances share the same animations. It's the same thing with the Replace Color and Load Frame actions, they affect all the instances at the same time and this can't be modified in Fusion (at least 2.5, not sure about 3.0).

  • Quote

    There is no fix to do, it's a well known fact that in Fusion all instances share the same animations. It's the same thing with the Replace Color and Load Frame actions, they affect all the instances at the same time and this can't be modified in Fusion (at least 2.5, not sure about 3.0).

    That's really a shame since it make impossible the fact of having a real Level Editor with the possibility for player to have custom animation and characters :/
    But I understand if it's nothing impossible to made at this level of developpement. Hope it will be better with Fusion 3 (glade to hear it's still plane to be release.)

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  • The update seems great. I couldn't find any issues with the Windows-specific features I looked at.

    Thanks for adding the option to exclude inactive events. That's very useful. A propos, I have another suggestion. One of the cool things about Fusion is that it lets you use spaces in altVal names, but doesn't produce syntax errors if you forget to replicate them exactly. So Alterable Value X("Active") is the same as AlterableValueX("Active"). But the Find All function isn't forgiving like this; if you don't type the spaces precisely, it won't find what you're looking for. This includes more than just altVal names. For instance, if you want to search for only Giraffe's Flag1, you have to place a space before and after the colon to find actions:

    Giraffe : Set Flag1 on

    ...but must remember to place a space only after it to find conditions:
    Giraffe: Flag1 is on

    I wonder if you could add a feature to ignore spaces (except for inside strings) to Find All. If there were situations where this might be undesirable, perhaps this could be an optional checkbox (next to match case and match whole text).

    That's really a shame since it make impossible the fact of having a real Level Editor with the possibility for player to have custom animation and characters :/
    But I understand if it's nothing impossible to made at this level of developpement. Hope it will be better with Fusion 3 (glade to hear it's still plane to be release.)

    There might still be a way to achieve what you want with a workaround. For example, create 50 clones (not duplicates) of your active in the Frame Editor. Give them all the same qualifier. When you need to control them all at once, you reference the qualifier. But when you need to control a specific 'instance' (like for example to load in a unique animation), you reference the active itself. I imagine your code would be similar to what you'd normally do, but instead of dealing with 1 active and 50 instances, you'd just be dealing with 1 qualifier and 50 actives.

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  • Quote

    There might still be a way to achieve what you want with a workaround. For example, create 50 clones (not duplicates) of your active in the Frame Editor. Give them all the same qualifier. When you need to control them all at once, you reference the qualifier. But when you need to control a specific 'instance' (like for example to load in a unique animation), you reference the active itself. I imagine your code would be similar to what you'd normally do, but instead of dealing with 1 active and 50 instances, you'd just be dealing with 1 qualifier and 50 actives.

    Yes that could work, but that's not really optimal, it's limit the possibility of creating new characters for the player, and I really prefer to use one entity for all my characters

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  • Bonjour merci pour les mis a jour une petit question Yves je toi relance après avoir mis a jour la version fusion 293.8 beta l objets Google Play Games build 293.7 depuis Clickstore ?

    mais jeux en flash fait avec mmf :Please login to see this link.

    les video du projet controleur des jeux flash,htlm5,EXE,sourie avec le telephone comme manette :)
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  • Bonjour merci pour les mis a jour une petit question Yves je toi relance après avoir mis a jour la version fusion 293.8 beta l objets Google Play Games build 293.7 depuis Clickstore ?

    Oui si tu utilises ces objets il faut installer la dernière version qui est sur Clickstore (GPGObjects_V200f_AndroidX_ForBuild293.7orAbove_211022.exe) car l'ancienne version ne fonctionne plus à partir du build 293.7.

  • Yves

    Thanks for the greate update. But unfortunately there still has some annoying issues:

    Quote

    - Windows runtime: in DirectX11 mode space characters are no longer ignored at the beginning of a string.

    Actually this issus is not completely fixed, if you use NewLine$ to append a string (e.g. " "+"Text"+NewLine$+" "+"Text2"+), then the spaces in the beginning of the next line (in this case is "Text2") is still ignored:

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    Please check the thread below↓

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    ====================

    I'm also encountering some issues when using callRunTimeFunction(rdPtr, RFUNCTION_GENERATEEVENT, X, 0) in expression routine, application will crash in some cases (e.g. child event or nest expression)

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    I don't know if I could use RFUNCTION_GENERATEEVENT this way...but it actucally partially work.

  • If "Destroy Object if too far from frame" is checked (sadly it's checked by default when insert a new active object), load animation action will have no effect

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    Event:
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    Prop:
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    Result:
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    Additionally, there is a confusion explaination, while you can set more than 16 animations:
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    Also, it would be handy to allow fusion to import .anm files in edit time, which means we don't need to copy&paste animations to a new object with complete different alterable values or behaviours (e.g. enemy in battle and NPC in shop interface that shares the same "soldier" animation)
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  • I've noticed that a looped animation in the graphics editor will play faster if you wiggle your mouse cursor around. Maybe this was always the case, though I haven't noticed it before.

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  • If "Destroy Object if too far from frame" is checked (sadly it's checked by default when insert a new active object), load animation action will have no effect

    I can't reproduce this with the build 293.8, were you using this build or the build 293.7?

    Quote

    Additionally, there is a confusion explaination, while you can set more than 16 animations:

    Thanks, probably there was a limitation in old times, I'll change it.

    Quote

    Also, it would be handy to allow fusion to import .anm files in edit time

    Complicated to do with the current ANM files as their images are formatted for the runtime, not for the editor, so we would need to add an option to save specific ANM files for the editor. I'll add this to the wish list.

    Edited once, last by Yves (October 27, 2021 at 8:02 AM).

  • Actually this issus is not completely fixed, if you use NewLine$ to append a string (e.g. " "+"Text"+NewLine$+" "+"Text2"+), then the spaces in the beginning of the next line (in this case is "Text2") is still ignored

    I'll check it for a future update. A little boring to do as it's deep inside external code.

    Quote

    I don't know if I could use RFUNCTION_GENERATEEVENT this way...but it actucally partially work.

    I'll check if this crash can be fixed or if calling GENERATE_EVENT from an expression is impossible for some reason.

  • I'm also encountering some issues when using callRunTimeFunction(rdPtr, RFUNCTION_GENERATEEVENT, X, 0) in expression routine, application will crash in some cases (e.g. child event or nest expression)

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    I don't know if I could use RFUNCTION_GENERATEEVENT this way...but it actucally partially work.

    I've posted the fix in the other thread (and will include this fix in the next update of the runtime).

  • Quote

    I can't reproduce this with the build 293.8, were you using this build or the build 293.7?

    I'm now using the steam beta version, R293.8. After a bit research I managed to reproduce it:
    1. create a new "Test" mfa, insert an active to frame.
    2. drag an active ("char-1001") from another "Data" mfa(with different props, e.g. DX9 vs DX11)
    3. export animation from the object dragged in ("char-1001"), and load it by the first active, then the issue can be reproduced
    4. close and reopen the "Test" mfa can fix this issue. That might because some snyc issue when dragging objects between mfas

    please check the video below
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    Quote

    I'll check it for a future update. A little boring to do as it's deep inside external code.


    Many thanks in advance.
    ;)

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