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.
  • There's something that's always annoyed me in Fusion, and I can't imagine it's a behaviour that many people like, since it goes against what we're used to with most other programs. It's the fact that when you select a group of objects in the Frame Editor, then Ctrl-drag them to create a group of duplicates, the new duplicates become unselected as soon as you release the mouse, and the original group of objects is still selected instead. This is different to just about any other program I can think of (eg. File Explorer, Photoshop).

    This just 'feels' wrong. To illustrate why, imagine that you select some objects, hit Ctrl-C and Ctrl-V for copy and paste, and now your original selection is still selected, instead of your newly pasted objects. Almost no program works this way (Excel is the only exception I can think of, and it's a special case). Even Fusion doesn't work this way, and correctly selects the new objects when you press ctrl-V. Ctrl-Dragging is basically a different method of copying and pasting, and so it should also work the same.

    But the real problem is not that it 'feels' wrong, but that it often forces the the user into many unnecessary clicks. Because after making some duplicates you very often need to drag them to some other part of the frame (and you can't often drag them in one go because you need to first drag the canvas to get there). But in order to do this you need to manually reselect all the objects. This also means that when you ctrl-drag a bunch of objects, you have to be extra careful to drag them to somewhere where all of them will be easy to reselect. If you have a large selection, or one that includes offscreen objects, it can be hard to avoid dropping some of the duplicated objects underneath pre-existing objects, which means you then have to spend time rearranging stuff and toggling layers until you can find and select your new duplicates (if the new duplicates remained selected, this wouldn't be a problem).

    Can this be changed?

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  • Hi, in current version's profiler, if one event consumes less than 0.001ms, fusion will not show this line's time in profiler, which is the same as events that are not executed, which may confuse user that this line is not executed. Could this be tweaked in future's update? For example, display "less than 0. 001ms" or something else.

    Another suggestion is, is it possible to add regular expression support in find all? It will helps alot when searching. If it's not possible, can we have something like "show all references" in find all? E.g., all objects with qualifier player have an alterable value ID, search "ID" will return all objects even if you want to search all references of a specific objects. Now we have to use workarounds : rename this object's value name, change ID to something specific, like IDAAAAAAA, then search, modify events and change the name back.

  • Yeah a Toggle for "Right-to-Left reading" on Strings in the event editor.
    So far this feature doesn't work in DX11 btw. (well for me)

    plus if can, some alignment features for strings in the event editor.

    Love to have some update on that AND something about external .ttf loading please. I'm tried of updating my entire game just to pack some font that the players system needs...

  • I wanted to use a Data Grid object, it looked very useful for my project where I wanted to have randomly generated objects combined from Data Grid object data values. However, I can't use this object because it breaks other extensions in fusion.

    Just having a data grid object on the frame together with Control X will make the app behave strangely. Control X is not reading Input at all, or it reads input with random delays. So I tossed the Data grid object away from the frame and everything works again. Pity this extension doesn't work properly with others. Looked like it could be good.

  • Just having a data grid object on the frame together with Control X will make the app behave strangely.


    As a system extension waiting for input I am not surprised there are interferences with controls.
    Have you tried the data grid action : window -> Disable ? That should prevent the data grid from catching any input from controls while allowing access to datas.

  • Brovic. I didn't know. So I tried this as the start of frame action: Window > Disable. This does not fix the control x issue, ControlX doesn't read input, so still no change. Anyway, I will use a hardcoded event and some actives strings as a list instead, it will be a bit more complicated than using a data grid but this way I have no extension conflict.

    @CT Looking forward new F2.5 update, looking like one big and promising so far. Pity F3 is so far away, also hoping we could see more about it this year.

  • McAfee will falsely detect and delete the following files.

    Module name: Suspect!71c2d9cd6c1c

    ProgramFiles(x86)>ClickteamFusionDeveloper2.5>Extensions>Unicode>kcfile.mfx
    ProgramFiles(x86)>ClickteamFusionDeveloper2.5>Data>Runtime>Unicode/sdrt.exe

    For now building with "Unpacked EXE" enabled avoids this problem. Could you report it?

  • Please login to see this attachment.
    I found an error. Sometimes when copying a global object to another frame, the object does not result identical, despite having the same name, etc..
    In the example I posted I modified the drawing of one of the objects and as you can see the other one didn't change.

  • Found an old bug that went unnoticed for long...
    Objects with Static 'movement' will trigger Collide conditions every time they move despite never stopping overlapping the obstacle (backdrop or active).
    Oddly enough if the obstacle is an Active with any movement but stopped, it also works correctly... So seems like having anything other than Static changes the Collide behavior, but Static makes Collide not work correctly.

  • Bug.

    I don't remember this happening before, but maybe it always did. When you reactivate an event inside a deactivated group, the event will run. Even though it's sitting inside a deactivated group (and nothing inside a deactivated group should run, right?). In the example below, you can see that the object gets scaled up to 4

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  • Bug.

    I don't remember this happening before, but maybe it always did. When you reactivate an event inside a deactivated group, the event will run. Even though it's sitting inside a deactivated group (and nothing inside a deactivated group should run, right?). In the example below, you can see that the object gets scaled up to 4

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    I think it's because the groups is put into comments, like in real code, so it's like there is no group here. Only way to deactivate a group once for all is to set it to "deactivate" in code or at start.

  • Oh, this shouldn't be possible, I mean, you can activate a event inside a inactive group, this is wrong.
    But yeah, it comments the event line, not the entire group, meaning active event lines inside a inactive group will work, it doesn't seem like something we should be able to do tho.
    I've seen this cause a crash when happening after a undo/redo, so it might be a problem...

    Edited once, last by NaitorStudios (April 16, 2022 at 9:24 PM).

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