*I mean Look in the direction of.
Build 294.1 - Beta 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.
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 mean Look in the direction of.
There is "angle to xy" expression in active object -
Peeblo Technically there is now with help of shaders.
I used to use shaders to flip my graphics, but then I noticed it was really expensive. My frame rate was going down 15fps or something every time a bunch of stuff was moving left instead of right.
-
Darkhog this is already possible for a long time...
You can either do it with atan2() or this:Please login to see this picture.
Results are the same, but atan2 has floats, so it might look a little bit smoother.
-
punchbird yes! A palette shader can work, as long it's applied to the object and not the frame/layer/background (since there are not currently implemented)
But porting will be necessary, I'll be learning how to port those
Right on!I will follow your progress
What a great extra feature.
-
I don't know why, but my tabs for the properties menu are now scrunched and staying that way across opening/closing;
Please login to see this picture.
-
I reported that above. The temporary fix is to hit reload on the skin toolbar. Or use a docked properties window.
-
I reported that above. The temporary fix is to hit reload on the skin toolbar. Or use a docked properties window.
I found it also went away if I selected "use tabs for editors" and then unselected it, so probably anything that's rescaling the UI, and it comes back again, possibly due to multiple monitors and windows DPI settings or whatnot
I want toI should note that the "skinny scrollbar" issue applies to all scrollbars in the current UI, so its somewhat problematic for all scrollbars located on the edges of windows, bottom and right side. I'd say just set all scrollbars to the thick default, problem solved.
I also noticed that the picture editor, and possibly other editor windows, are not remembering if they are fullscreen, and always opening in a new (windowed) window rather than a new fullscreen window. Its pretty trivial to work around since they do remember the dimensions of the old window so you can just make it windowed-with-same-dimension-as-full-screen, and it will remember that.
-
Is 294 in general laggy as hell for anyone else, or is it just on my PC? (especially with multiple tabs open, even more so with multiple MFAs open too)
-
punchbird yes! A palette shader can work, as long it's applied to the object and not the frame/layer/background (since there are not currently implemented)
But porting will be necessary, I'll be learning how to port thoseThis is now a good challenge to convert dx9/11 shader to android .fxao;
So let's see my copper bar dx9 shader ;
Code
Display Moresampler2D img ; sampler2D bkd : register(s1); struct PS_OUTPUT { float4 Color : COLOR0; }; struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; float tt; float4 clr; float rez; float freq; //float cn=0.01; float4 ps_main(in float2 uv : TEXCOORD0 ) : COLOR0 { PS_OUTPUT Out; // float4 color = tex2D(img, uv+0.5); uv = floor(uv *rez)/rez; float cl=0.0; cl = abs(sin(freq*(uv.y) +tt)); // cn +=0.0001; Out.Color = float4(cl*clr.r,cl*clr.g,cl*clr.b,1.0); return Out.Color; } technique tech_main { pass P0 { PixelShader = compile ps_2_0 ps_main(); }}
And converted copper bar for Android fxao shader;
Code
Display More// Copper bar shader for android // vertex Header no change //@Begin_vertex vs #ifdef GL_ES precision mediump float; #endif uniform mat4 transformMatrix; uniform mat4 projectionMatrix; attribute vec4 position; attribute vec2 texCoord; varying vec2 textureCoordinate; void main(void) { textureCoordinate = texCoord; gl_Position = projectionMatrix * transformMatrix * position; } //@End // Start Fragment fs //@Begin_fragment #ifdef GL_ES precision mediump float; #endif varying vec2 textureCoordinate; // sprite area where shader draw // uniform list of copper bar here uniform float tt; // used like timer *0.005 to animate bar uniform vec4 clr ; // color uniform float rez; // resolution uniform float freq; // frequency of bars // now the main loop void main(void) { vec2 uv = textureCoordinate; uv = floor(uv *rez)/rez; float cl=0.0; cl = abs(sin(freq*(uv.y) +tt)); gl_FragColor = vec4(cl*clr.r,cl*clr.g,cl*clr.b,1.0); } // end Fragment
After conversion save this shader to Copperbar.fxao and normally it's workin on android project;
The conversion was really easy;Regards
-
This is now a good challenge to convert dx9/11 shader to android .fxao
Well done Gigatron
Do you need to add the projection matrix stuff?Are there any clickteam made examples? I can't find any.
-
Is 294 in general laggy as hell for anyone else, or is it just on my PC? (especially with multiple tabs open, even more so with multiple MFAs open too)
I've not got huge MFA's, but no, not seen any lag. Exception of some operations (like copy and paste) in the picture editor are not immediately refreshed...more of a drawing event issue rather than lag.
-
Well done Gigatron
Do you need to add the projection matrix stuff?Are there any clickteam made examples? I can't find any.
Projection matrix is in the vertex shader still the same for every android shader ;
You can find some example shader in the MMF2.5 effects drawer;
All shader file prefix .fxao are android shader;
-
Hello!
Thanks for this excellent update!
I'm encountering a bug in my project : each time i want to click on an object in the expression editor, I get a warning "Encountered an improper argument".Please login to see this attachment.
I didn't encountered this bug since my last save. I'm currently unable to retrieve an argument from an object...
-
update : I can provide the mfa (and the previous version of the mfa where the bug doesn't occur)
-
update 2 : I was wrong, the bug occurs in all of the versions of my project. It's not related to a version, it occurs when I try to retrieve an information from a qualifier (a group of objects) in the expression editor.
-
- Android / iOS / Mac runtimes: now support pixel shaders. There are limitations though: background shaders are not supported (hopefully in a future version), and shaders can be applied only to active and backdrop objects, not frames or layers yet.[/B]
For the second item, does this mean I could use a palette swap shader like this: Please login to see this link.
in all of those exporters now?I'm looking for this thing too, any idea on how to convert the palette swapper effect to .FXAO to test it on android? Actually i use RGBcoefficient and a real palette swap would do better result (like color replacement, but it is not supported on Android)
-
in dark mode, you can't see the text because it's black on black X)
To fix it on your side you can change the text color in the Object Lists section in the Skin editor (and change the text size too to 14 or 15 maybe - the bottom of text lines seems a bit truncated). And then do not forget to save your skin.
Marv
-
New bug: Window > Keyboard Shortcuts no longer allows any modification. I see the default shortcuts, but can't edit them. This has broken several Stream Deck macros.
-
When pressing ctrl+alt fill tool, all frames are not refreshedPlease login to see this attachment.
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!