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.
  • Excluding objects and checking if it has come from another frame would be cool.
    Now about having duplicated objects, that won't happen, seems like if you have a single instance of this object in both frames with same name and type, it will skip it.
    About Base Frame being automatically included, that would be cool, but only in frames that have "Include Global Events" checked.

  • Now about having duplicated objects, that won't happen, seems like if you have a single instance of this object in both frames with same name and type, it will skip it.

    Really? So if you have 2 or more in either frame it will import them, but if you have 1 each it will skip them? That's great if so.

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  • Well, Kisguri showed a few screenshots of the documentation from the feature on the Discord server, and it made it seems like it does what I said.

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    Well the last sentence is cut off so it's hard to know for sure, but to me that suggests that all object instances will indiscriminately be copied. It won't create a superfluous duplicated object "type" (which I think just means that it won't forcibly convert your "blabla" objects to "blabla 2" objects if it already finds a "blabla" object) , but the instances themselves will all be copied.

    If there's no way to affect which objects get included or not then using this feature with pre-existing frames without introducing bugs is going to be fiddly, I think. I guess it's meant more for brand new frames that you expressly create only for this purpose and don't actually use in any other way.

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  • i'm also lost about this new feature, don't know how to use it with an existing project, i guess it will be easier to understand when we will be able to test it by ourself.

    The idea is that you can have a single frame that acts as sort of a library that gets added to other frames at runtime. So for example, in this frame that is inaccessible from the rest of the game, you can add a ton of objects and events here that are automatically applied to other frames and prevents the copy/paste work.

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  • I think i might understand better now, like in my game, i'll be able to remove every hud items and player/enemies/objects items from evey level frames on layer where they are. Then create a new frame to include, with the correct layers, contening all the events and elements removed from each level. So, each level will have no event at all in my case, and i'll manage everything in the "engine" frame. Can't wait to try that.

  • The idea is that you can have a single frame that acts as sort of a library that gets added to other frames at runtime. So for example, in this frame that is inaccessible from the rest of the game, you can add a ton of objects and events here that are automatically applied to other frames and prevents the copy/paste work.

    I think it will be terrific for this purpose. Though I guess it mainly applies to games with many frames. But working with multiple frames has always been so painful that I converted my game to single-frame format years ago. X)

    So I basically have one engine frame for runtime, and one* level editor frame. I was hoping to be able to use this feature to cut down on the pasting I need to do between those 2 frames, but that's probably not going to work out.

    *I actually have loads of clones of the level editor level - one per level, but this feature is irrelevant to them since they need objects at edit time, so I'll always need to manually paste new objects into them anyway.

    So maybe not to useful for me, definitely a good feature!

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  • I just see the Is overlapping At (X,Y) condition feature now, reading the Volnaiskra post in first page. Dude, this is awesome!

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  • I think it will be terrific for this purpose. Though I guess it mainly applies to games with many frames. But working with multiple frames has always been so painful that I converted my game to single-frame format years ago. X)

    So I basically have one engine frame for runtime, and one* level editor frame. I was hoping to be able to use this feature to cut down on the pasting I need to do between those 2 frames, but that's probably not going to work out.

    *I actually have loads of clones of the level editor level - one per level, but this feature is irrelevant to them since they need objects at edit time, so I'll always need to manually paste new objects into them anyway.

    So maybe not to useful for me, definitely a good feature!

    My project is almost complete (probably around the 90-93% mark currently) so it's too late in the development cycle to adopt this feature, but it will be really handy for future projects where I can design the engine with this in mind.

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  • I hope that under the new tabbed system, zoom is no longer shared by all open Frame Editors. It makes working with multiple open Frame Editors very awkward in the current system: you zoom one window, and the other automatically gets zoomed too, and often ends up centred on the middle of nowhere.

    My project is almost complete (probably around the 90-93% mark currently) so it's too late in the development cycle to adopt this feature, but it will be really handy for future projects where I can design the engine with this in mind.


    Same. It was a relatively big job (took a lot of rethinking and reconfiguring) to convert my game to a single-frame setup. But I guess that next time around, I might not need to bother, as this feature seems to make multi-frame very feasible now. It must feel great to be so close to completion of your project!

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    It would be nice to get things like this cleaned up. I mean.... let's show a little dignity! lol XD

    I've been complaining about those missing descriptions for yeeeaaars. It would probably take one guy just a couple of hours to write them all, and it'd eventually pay for itself by cutting down on the number of questions that need to be answered by confused users. Considering that Fusion is supposed to be 'the user friendly game engine', I've never understood how something like explaining a setting can be absolutely rock bottom on Clickteam's priority list. :o

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  • Yes, I sometimes forget what a property is for and the missing help here could have saved me much time. Knowing the pain of adding missing documentation I bet it will take more than a couple of hours to do but it would be worth the effort.

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  • Nope not yet :( looks pretty complete, could be this month, but when Clickteam doesn't even have an estimate, that's a bad sign.

    Yes, I think I would have just preferred to have not known about it. I don't seem to recall an advanced notice when 2.5+ came out, but maybe I just missed it?

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