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.
  • I notice that the action "Add to the backdrop" won't care about active object scale and rotation. It will simply paste original image but it's not very usefull to ignore theses properties. Do you plan to fix this ?

    I join a simple sample that show the issue.

    Thank you !

    IIRC paste requires bitmap surface, but fusion now uses hwa texture (which has a function to rotate &stretch by hardware), it's slow to convert both type and it's also slow to stretch bitmap. So due to performance issue, I don't think it's possible in 2.5. I have made a custom version of picture object and implemented a paste with scale action, it's slow and useless in most cases, unless your object is very small and don't need to paste frequently.

  • I notice that Fusion won't rotate shapes in the good order, so if you rotate an object and if you test for collision after, collisions will be tested with last rotation value, the overlapping's objects will not the goods objects.

    Workaround require a two frames process but it's not alway easy to do.

    I join a mfa file that to reproduce the issue.

    Thank you

  • Maybe at the place Fusion should offer more options for drawing a shape on backdrop collision mask. Options for editing collision mask are limited and didn't evolved a lot since Klick & Play.

    Why not just using actives? In D3D backdrops are also re-drawn each frame, so there is no worry about performance. You can use a flag to scope the “backdrop” active or just duplicate a dummy.

  • Why not just using actives? In D3D backdrops are also re-drawn each frame, so there is no worry about performance. You can use a flag to scope the “backdrop” active or just duplicate a dummy.

    Next update will add condition "Is overlapping At (X,Y) condition" so it will be possible soon... This is why I'm still using backdrops currently.

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  • ...Sooo when are we getting actual active flipping? Is it literally impossible to add? Having to duplicate every single animation just to flip them is a waste of space that could be used for something else in your game.

    And yes I know there's a shader, a shader only available for Windows runtimes which limits you to that shader only and that's it :(

  • Mouse-scrolling the Expression Editor's Alterable Value drop down menu is a bit laggy, which gets very noticeable when you have ~40+ altVals in use. It seems to be related to a smooth-scroll feature (you flick the wheel once, and it slowly and smoothly scrolls several lines; subsequent flicks must wait until the first scroll is finished before they are executed, and thus can pile up). Could we perhaps have an option in the preferences to disable this smooth scrolling?

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  • +1 for the Active object flipping without the use of a shader.

    This seems really basic and should in my humble opinion definitively be a feature.

    My project: Please login to see this link.
    - vSv

  • Hello everyone again,

    here's what I found out about this bug. I tried to remove some option in the game proprieties and when I remove the "Heading" in the Window Option the bug got away. so the "Alt" button is surely linked with the Heading. The thing is that I want the heading in my game for player to close the game easily with the "X" button. I also use Windows 11. In Windows 11 there is no "menu bar" showing whatsoever if the Menu bar option is enable or not. (I need to use the action "Show Menu bar" in the event editor to show up). If I do so and the "heading" is still not active the bug come back so the bug is about more the Menu Bar than the actual Window Header.

    Then I tried some stuff out with the "Advanced Menu Object" but I didn't find anything working out to remove this bug. I tried a lot of combination and the only thing I can get is to disable the "Heading" for now until this is fixed.

    I hope someone will respond to this message.

    Have a nice one everyone!

    --

    //FrUm GlitchyDust!!1!

  • Yves I dropped you an email about keyboard events not running, did you get it or did the zip attachment make it not go through?

    Darkwire Software Lead Programmer (C++ & C#)
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  • Hello,

    I found a bug with the Advanced Movement extension in the event editor. on a "distance between two point" event if you double click on an specified object to change the actual object then select another object. It didn't apply the change. you need to redo the event.

    --

    //FrUm GlitchyDust!!1!

  • next year

    Nah just kidding (I hope), it's been said on their discord that they're finishing the implementation of some things that don't work very well at the moment, so, HOPEFULLY (and it would be pretty cool!) it comes out with the next week and next month.

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