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.
  • Encounter this bug with Mouse control Movement type.

    I have two Movements
    Movement #0 is Static
    Movement #1 is Mouse Controlled

    Even when Movement #0 is active, it gets overrided by the mouse control.

    Even when the object is deleted it saves the mouse control movement, hides the mouse and locks me inside the exe.

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  • As we all know that when creating objects, scope will be updated for users to initialize it.
    But if we create several instances of one object in one event, the scope is only updated once the first time.

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    Never noticed this before cause I usually use fastloops to create objects, don't know if it's by design or just an issue.
    Separate create events is a temporary solution.

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  • Will the Active Direct Show Object support Alpha channels soon?
    I noticed playing webm/mov files with alpha shows up black. if this ever gets added it will definitely help..

    this is with Media Foundation with DirectX 11 btw.

  • As we all know that when creating objects, scope will be updated for users to initialize it.
    But if we create several instances of one object in one event, the scope is only updated once the first time.

    That's not what's happening there, it did scopped the created instances, in fact, it scoped BOTH instances.
    On each created object, it adds to the scope list, it doesn't override it, meaning that what you're seeing is the fixed value of the first scoped instance.
    To see both, you would need to run a For Each loop or reset scope somehow, for example using that trick of running a fast loop in between the actions.

    Here's the two ways:

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    Neither of these approaches will list the existing objects, only the ones that just been created will be listed.

    Edited once, last by NaitorStudios (January 11, 2022 at 3:28 PM).

  • That's not what's happening there, it did scopped the created instances, in fact, it scoped BOTH instances.
    On each created object, it adds to the scope list, it doesn't override it, meaning that what you're seeing is the fixed value of the first scoped instance.
    To see both, you would need to run a For Each loop or reset scope somehow, for example using that trick of running a fast loop in between the actions.

    Here's the two ways:

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    Neither of these approaches will list the existing objects, only the ones that just been created will be listed.

    I see...

    So, I misunderstood this mechanism for a long time. Create will not erase or force scope, it just add new created object to selected list.
    If no object is selected, actions will affect all of them, but this does not mean they are all in the selected list.

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  • Hello,
    I have feedback if we could have frame sorting into some sub-categories / trees. Now we have single list of all frames and if I'd have more of them it can be confusing. Could we have an ability to sort frames into folders ?? UI change on this, it'd be nice.

    Thanks for reply. I think F3 will have it, but now as we all know F3 is years away. So this would help.

  • Hello,
    I have feedback if we could have frame sorting into some sub-categories / trees. Now we have single list of all frames and if I'd have more of them it can be confusing. Could we have an ability to sort frames into folders ?? UI change on this, it'd be nice.

    Thanks for reply. I think F3 will have it, but now as we all know F3 is years away. So this would help.

    I don't think we'll have time to do this in 2.5, but I'll add it to the wish list just in case...

  • As I already say some time ago, Fusion need better way to handle globals things, general components or frame template.

    Currently when I want to change the core of my game, I need to copy paste new objects between each frame (except for menu frame). Global checkbox (for objects that have it) allow me to survive.
    I've to be very meticulous to never forget to copy a new object everywhere. I create theses object programaticaly but it's still required to be put in each frames. Maybe an option allow an object to be created in each frame of the app.

    I don't know exactly what you could do nor the difficulties involved to improve this aspect.

    I think there are a lot of possibilities to improve this aspect, but I don't know how all theses options are hard or not to implement.
    I also don't know how many people will enjoy this kind of features. I don't know how others peoples work on theirs projects.

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  • Currently when I want to change the core of my game, I need to copy paste new objects between each frame (except for menu frame). Global checkbox (for objects that have it) allow me to survive.
    I've to be very meticulous to never forget to copy a new object everywhere. I create theses object programaticaly but it's still required to be put in each frames. Maybe an option allow an object to be created in each frame of the app.

    I don't know exactly what you could do nor the difficulties involved to improve this aspect.

    I think there are a lot of possibilities to improve this aspect, but I don't know how all theses options are hard or not to implement.

    I've been thinking a bit for some time, I don't see any easy solution in 2.5, except for a "Copy to other frames" command where you would select frames in a list as I mentioned before. I think real frame templates or frame hierarchy as in F3 are a bit too complicated for the current version. But I'm still looking for solutions (and please share any idea you may have, this could help).

    Edited once, last by Yves (January 19, 2022 at 8:28 AM).

  • I've been thinking a bit for some time, I don't see any easy solution in 2.5, except for a "Copy to other frames" command where you would select frames in a list as I mentioned before. I think real frame templates or frame hierarchy as in F3 are a bit too complicated for the current version. But I'm still looking for solutions (and please share any idea you may have, this could help).

    I don't know how the structure of 2.5 works, so this suggestion may be completely unfeasible but I'm just going to throw it out there. Would it be possible to create a Global Frame Editor, similar to the Global Event Editor, except its sole purpose is that any objects in the Global Frame Editor are automatically injected into every frame available from the Storyboard Editor?

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  • I don't know how the structure of 2.5 works, so this suggestion may be completely unfeasible but I'm just going to throw it out there. Would it be possible to create a Global Frame Editor, similar to the Global Event Editor, except its sole purpose is that any objects in the Global Frame Editor are automatically injected into every frame available from the Storyboard Editor?


    Wouldn't it be simpler to just do this via a checkbox on each object - something to the effect of "create at start of every frame"?

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