Just want to say that the next Fusion update looks amazing! Thank you so much for all these updates and this one is the absolute best yet imo! The things that are added to this update will make things so much better and smoother in development.
In case someone missed it or have not seen it here is the video going over the improvements: Please login to see this link.
Next Fusion update looks amazing
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.
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.
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I'm only 2 minutes into that 9 minute video and already I'm loving it!! Super excited and grateful for these terrific improvements!
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Excellent, looks like a Fusion 2.6 update!
By the way, i've seen the "include another frame" option, but i don't see how to use it to use the same events on multiple frames.
Did i have missed a new option about that, or we'll have to use this function? If it's the only function i don't see how to use it to manage levels with only one frame events. -
Include frame does not only include events, but objects as well.
So for example, lets suppose you have a group of events and objects that you want on multiple frames, these objects and events might be changed over time, but instead of having to update all frames, you just change a single frame and include this to all frames that requires that. -
Agreed looks awesome. Looking forward to the dark UI, replace colours, and finally being able to rearrange alt values and strings! A lot of these new features I thought weren't possible and would have to wait for F3.. so super excited we get it soon! Keep up the great work Clickteam
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Include frame does not only include events, but objects as well.
So for example, lets suppose you have a group of events and objects that you want on multiple frames, these objects and events might be changed over time, but instead of having to update all frames, you just change a single frame and include this to all frames that requires that.I still don't get it.
FOr example, acutally i have same objects and events on all level frames, could i just remove all events on all frame but keep one frame with events and say on each level to include frame level 1. But it will also include the object of level 1 so i will have two levels on the same frame? -
Yes, basically, remember how people complained that global events couldn't create objects that aren't present on the current frame? This solves that.
Anything that exists on the included frame will be there. Events, objects, behaviors.
So if your game relies on copying and pasting lots of events and objects into each frame, now you can simply include a frame containing these. -
Vol, have you incorporated delta time into Spryke? I would be really interested to see what kinds of fps one can get if one were using higher refresh rate monitors.
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I still don't get it.
FOr example, acutally i have same objects and events on all level frames, could i just remove all events on all frame but keep one frame with events and say on each level to include frame level 1. But it will also include the object of level 1 so i will have two levels on the same frame?I think NaitorStudios' last sentence sums up the main benefit, as I understand it: you can use it as a 'store' of objects for the whole mfa, and when you introduce a new object, you no longer have to copy it into all your frames.
Another benefit could be using it like a second set of global events that gets played differently in the order. I don't know if these "included frame" events get played before or after regular frame events. But let's say they get played beforehand, then you could set global events to play afterwards, and now you can have 'global' events that play both before and after your regular events.
Edel I use the Machine Independent Speed setting. The frame rate is set at 120, so on my 144hz monitor the game plays at a ceiling of 120fps (which my aging PC manages to reach 99% of the time). I guess it would be nice if it could go to 144fps or potentially higher, but I'm happy with 120fps.
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There are a few more things listed in the description that I didn't see in the actual video. This one seems particularly interesting to me:
Quote- Is overlapping At (X,Y) condition
There's also this one:
Quote- Middle mouse button can now be used to drag display
Does anyone know what this might mean? The middle button already drags the content of the Frame Editor and Event Editors, and I can't think what else it could be referring to. -
Does anyone know what this might mean? The middle button already drags the content of the Frame Editor and Event Editors, and I can't think what else it could be referring to.
From what I saw from the stream on the Clickteam Discord server, I think the middle button is also now used to drag the frame in the Animation Editor.
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From what I saw from the stream on the Clickteam Discord server, I think the middle button is also now used to drag the frame in the Animation Editor.
Ah, yes. I realise now it actually appears at 8:40 in the video. Thanks!
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Amazing update! Might get me back into Fusion (just haven't had the motivation to start a new project for a while)... some very good features there that I have missed before, and wasn't expecting to get in F2.5!
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+1 great new features.
The ability to re-arrange alterable values etc is a game changer for my old project XD
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Wow did not expect updates for the Picture editor! That's great since it's still my main graphics editor, even though there's superior alternatives I'm just so used to it after having used it now for what...28 (!) years (counting from the original klick&play). The replace color is something I've really been missing.
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Awesome!! I can't wait.. I would have also liked to have seen new built-in expressions
Here are my suggestionsQuote
//Linearly interpolates between a and b, based on the t-value. When t = 0 it returns a, when t = 1 it returns b, and any values between are linearly interpolated
float Extension::Lerp( float a, float b, float t ){return ( 1f - t ) * a + t * b;}
//Applies cubic smoothing to the 0-1 interval, also known as the smoothstep function.
float Extension::Smooth( float x ){return x * x * ( 3 - 2 * x );}//Applies quintic smoothing to the 0-1 interval, also known as the smootherstep function.
float Extension::Smoother( float x ){return x * x * x * ( x * ( x * 6 - 15 ) + 10 );}
//The sign of the value. Returns -1 if negative, returns 1 if greater than or equal to 0
float Extension::Sign( float x ){return x >= 0f ? 1 : -1;}
//Returns the fractional part of the value.
float Extension::Frac( float x ){return x - Floor( x );}
//Returns the closest number to a value from 2 numbers
float Extension::Closest(float x, float Min, float Max){return ((Min > x) ? (Min - x) : (x - Min)) >
((Max > x) ? (Max - x) : (x - Max)) ? Max : Min;}//Normalizes a number from another range into a value between 0 and 1
float Extension::Normalize(float x, float Min, float Max){return (x - Min) / (Max - Min);}//Re-maps a number from one range to another.
float Extension::Remap(float x, float Min, float Max, float NewMin, float NewMax){return NewMin + (x - Min) * (NewMax - NewMin) / (Max - Min);} -
I'm so excited for dark mode and the tabs. Words can't express.
Shame I'm almost done with my project. LoL -
This is an amazing update with so many wanted features!
The new value reordering and negate options alone are going to make development that much easier.
Can't wait to get it.Thank you ClickTeam!
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SUPER!!!!!!!!!!!!!!
thank you! -
Awesome!! I can't wait.. I would have also liked to have seen new built-in expressions
Here are my suggestionsLinear Interpolation and exponential functions already exist through the Easing Object. There are other curves like elastic, bounce and others.
You can get the signal by doing a / Abs(a). But surely an internal function that indicates the signal would be welcome!
And other suggestions would also be very welcome! I've been waiting for years for Fusion to provide these functions natively hahahaha.
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Will this tab system work with behaviors as well? Because one of the biggest problems in large projects is the events, which is necessary to organize in groups and folders, but still difficult to navigate the events. Even more considering that the events need to be in the Global Event Editor to avoid Ctrl + C and Ctrl + V the same code in every frame.
The behaviors help a lot in this, but it is necessary to click on the objects, on the behaviors tab and access the behavior for each code change, which becomes tiring.
One of the things I miss the most about Fusion, after reordering variables, is having "code sheets" in tabs in the editor, as we use in other software (like Visual Studio or Android Studio).
Anyway, congratulations to Clickteam! These updates are awesome! Congratulations!
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