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.
  • Honestly would be pretty cool if we could have an alias name on Binary Data elements, so it wouldn't be a massive url as name... It would allow a "folder structure" cause it wouldn't really be a folder, just a name containing "\"

    Well you can use Apppath$ + "data_folder\file.png". Perhaps we could simplify it with "#Apppath#\data_folder\file.png", but that wouldn't be a big difference.

  • Well you can use Apppath$ + "data_folder\file.png". Perhaps we could simplify it with "#Apppath#\data_folder\file.png", but that wouldn't be a big difference.

    Maybe I misunderstood something, as far as I know, binary files are something like a map, the absolute path is key and the real file content is value.
    If move mfa to another dir, but the binary files still at the old path (common assets for example), and apppath will return the new path, will this confuse fusion to think that don't have this file bundled in binary file?

  • I mean being able to rename the binary data element, hovering it could show the URL in a tooltip.
    By default it would be the URL, if you change it, it would use the name set.

    So for example, instead of "C:\My App\tools\something.exe", I could rename it on Data Elements to "tools\something.exe", just "something.exe" or even "something".

  • Yves would it be possible to add unicode support to ini++ 1.5? I desperately need to be able to load Japanese and Chinese into an ini. I know the original Ini can do it but i use subgroups and other features that only ini++ have. I did see there's a branch for it but it doesnt have all features (including subgroups).

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  • +String Parser 2

    That's why I wrote my own version of ini & string parser, because I also suffered from unicode support. Maybe you can try them if you focus on windows:

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    + both extension supports encryption based on bcrypt api, and based on wide char (FINI can encrypt by itself, for string splitter, you can find an excryption tool in my repo).
    + string splitter based on regular expression and count non-english characters as one instead of two.
    + FINI allows you to save & load manually, instead of handled by extension as default one. Based on an opensource ini parser, so it's in theory faster as it won't use windows api as default ini object.

  • Will it be possible to remove or increase the 65500 image limit in future updates? My game is a fighting game with a lot of characters, it gets worse because I have to duplicate the second side of the sprites, and I'm afraid to quickly reach the limit. I don't really like the function of loading images due to fps delay. Thanks.

  • Would it be possible to add "Shape of Last image" to a physical object, and more than all, would be possible to add the possibility of a collision if it exceeds a certain height Y?
    For example: If Y is greater than 100 -> Stop
    This would help a lot who is working on a project with an isometric perspective like me.

  • Would it be possible to add "Shape of Last image" to a physical object, and more than all, would be possible to add the possibility of a collision if it exceeds a certain height Y?
    For example: If Y is greater than 100 -> Stop
    This would help a lot who is working on a project with an isometric perspective like me.

    Hmm, could you post a picture of what you mean by height?

  • Crian there's one trick you can use to set the shape to whatever you want that isn't the first image of Stopped animation.
    You can simply add the collision mask shape on Appearing animation, then when this animation is playing, just switch to the stopped animation and restore animation.
    This will make it use the shape of Appearing animation instead.

    From what I understand, you want your collision mask to only cover the feet area or a bit above it, so the upperpart can be in front of walls.
    You can use the trick I said above to get a shape that is smaller and different from the first animation frame of Stopped animation, it works pretty well, I've tested it with a top-down example.

  • Hmm, could you post a picture of what you mean by height?

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    In the example, two balls falling in an isometric area should impact the floor at different heights. Currently, it's practically impossible to do this without adding an obstacle object, which is quite complicated in an isometric-based game.
    If you could add the option to stop a physical object at a certain height Y the problem would be solved.

  • Please login to see this attachment.
    In the example, two balls falling in an isometric area should impact the floor at different heights. Currently, it's practically impossible to do this without adding an obstacle object, which is quite complicated in an isometric-based game.
    If you could add the option to stop a physical object at a certain height Y the problem would be solved.

    I see. Can't you add an invisible active object that collides only with objects at a certain depth? (not sure why it should be a backdrop object)

  • I see. Can't you add an invisible active object that collides only with objects at a certain depth? (not sure why it should be a backdrop object)

    Yes, you can do this, but it doesn't work if there are multiple physical objects because they end up landing on the first "obstacle object" they encounter.
    For example: There are 2 barrels to break, one at height Y100 and the other at height Y200.
    When I break the barrels, they create 3 physical objects each (wood splinters) that fly through the air.
    They will not land again at Y100 and Y200, respectively, but since the first "Obstacle Object" is at Y100, they will all stop there.

  • Crian there's one trick you can use to set the shape to whatever you want that isn't the first image of Stopped animation.
    You can simply add the collision mask shape on Appearing animation, then when this animation is playing, just switch to the stopped animation and restore animation.
    This will make it use the shape of Appearing animation instead.


    This is a good trick, it works perfectly. thanks!

  • Will it be possible to remove or increase the 65500 image limit in future updates? My game is a fighting game with a lot of characters, it gets worse because I have to duplicate the second side of the sprites, and I'm afraid to quickly reach the limit. I don't really like the function of loading images due to fps delay. Thanks.

    Every try using one Enemy as numerous enemies?

    Basically one active for many enemies based on a set script or a random one.

    I.E. ACTIVE A = ENEMY 1 - 20

    Then you have a controller that when the Enemy spawns selects 1 - 20. Thus, you only have one active but 20 different enemies.


    You'd only have to add new animation folders and link the number selected at creation to control which animation is showing.

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