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.
  • 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. :(

    It's always been like that. To edit them, you need to do View>Toolbars>Customize>Keyboard. Or the slightly quicker way: right-click on menu bar>Customize>Keyboard

    It's so counter-intuitive that I can't blame you for forgetting X)

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  • Of cause it will not, the right short key is shift+alt.
    RTM plz…


    You too ;)

    From the change log:


    Picture editor: if you press ALT when clicking with the Fill tool, the color under the cursor is replaced by the fill color in the entire image. If you press CTRL at the same time, the color is replaced in all frames of the current direction

    wuxuechen is correct. It updates all frames, but doesn't refresh their thumbnails. I reported this earlier.

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  • 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".

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    I didn't encountered this bug since my last save. I'm currently unable to retrieve an argument from an object...

    I can't reproduce this issue but it could be related to another one reported by Volnaiskra, that can corrupt alterable values when you add or delete values when multiple instances of an object are selected. Did you do this? If so maybe don't continue using this MFA. Not 100% sure how bad is this issue.

    This bug is fixed but I think I won't be able to upload a new version before the end of the week (not sure yet). And I don't think the fix will fix your MFA (I'll try to fix possible value order corruption anyway).

  • It's always been like that. To edit them, you need to do View>Toolbars>Customize>Keyboard. Or the slightly quicker way: right-click on menu bar>Customize>Keyboard

    It's so counter-intuitive that I can't blame you for forgetting X)

    Ah, thanks for the refresher! I wonder what the purpose of the Keyboard Shortcuts menu is if it doesn't allow for editing or at least link to the edit module.

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  • I can't reproduce this issue but it could be related to another one reported by Volnaiskra, that can corrupt alterable values when you add or delete values when multiple instances of an object are selected. Did you do this? If so maybe don't continue using this MFA. Not 100% sure how bad is this issue.

    This bug is fixed but I think I won't be able to upload a new version before the end of the week (not sure yet). And I don't think the fix will fix your MFA (I'll try to fix possible value order corruption anyway).

    Hello, yes I did that.
    But I have the same problem with an old version of my mfa saved with the previous Fusion build (293.10). The bug happend each time a try to retrieve a value from a group in the expression editor. I will send you the mfa for you to test if you want.

  • (and the bug occurs in my "old" mfa without having to add or delete any alterable values. To reproduce the bug, I just have to load the mfa, to edit an action with an expression and to click on a qualifier affected to a group of object. An I get the warning)

  • I encountered a weird problem with nested loops and events, possibly because of how Fusion optimizes events
    So here i'm "scanning" an image by looping through it with an object that that checks for collision, if checked it will draw a square based on the grid size and add a value to a list (MFA: Please login to see this attachment. )

    But for some reason the events where it checks for the image won't work, unless I stop the loop (in an additional event) like this: Please login to see this attachment.


    There are other multiple ways to fix the problem such as changing the order of events or changing the structure with less nested loops, but there are also other weird fixes, like checking for an additional condition that has nothing to do with the actual event or adding an action that has nothing to do with with the event aswell:

    • Inverting the order of events (13 and 14):
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    • Adding an additional useless condition (doesn't even need to be true to work):
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    • Adding an additional useless action (like setting the object's position to it self):
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    I don't exactly know why it happens, but it seems like something related to nested loops and event optimization
    Anyways, thanks for the hard work on the new update! can't wait to try it out when it releases on steam!

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  • 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

    thanks marv :)

    i think this should definitely be changed to white by default on dark skin mode especially for the new fusion users

  • (and the bug occurs in my "old" mfa without having to add or delete any alterable values. To reproduce the bug, I just have to load the mfa, to edit an action with an expression and to click on a qualifier affected to a group of object. An I get the warning)

    Ah OK, yes please send me the MFA. I'll send you a PM. Thanks!

  • Yves
    I request it many times in per updates. Please and please, I need to MP4 player object (or other format like MKV) for ALL runtime. No seekbar and any controller, Just start to play a video and close after finishing it. I'm an animator and need to run animations between my gameplay. possible?

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  • I don't know how complicated it would be to do, but I think it would be a helpful feature if objects had an additional property checkbox called something like exclude from "included" frames.

    There would be a number of reasons someone may want to exclude certain objects from an included frame:
    --example 1: the parent frame has a secondary purpose that has nothing to do with the child frame, so only the relevant portion of it should be included in the child
    --example 2: objects will be laid out in the child frame but still need to exist in the parent frame so that events in the parent frame can recognise and reference them. These extra instances from the parent frame may cause unwanted interference in the child frame(s).

    There are ways to exclude objects already (eg. give them a qualifier, give the ones in the parent frame a unique instance value, then destroy all [qualifier] with that instance value). Though it would be simpler if we could simply check a box to prevent the objects from being included in the first place. It may also help loading times, since superfluous objects wouldn't be being loaded just to get destroyed immediately anyway.

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  • There's no way to adjust the visibility of backdrops at runtime, is there?
    I can point out that if you need a workaround, you can put backdrops on a separate layer, and toggle the visibility of that layer at runtime.

    You can also set the blend coefficient to 255, which is easier.

    Although I'm not sure if that actually makes it completely invisible, I'm pretty sure 255 blend coefficient is still very barely visible, but I will need a fact check on that.

  • You can also set the blend coefficient to 255, which is easier.

    Although I'm not sure if that actually makes it completely invisible, I'm pretty sure 255 blend coefficient is still very barely visible, but I will need a fact check on that.

    In DX9 it might be considered as visible in optimization terms, but DX11 might be different
    Anyways setting the alpha coefficient to 255 will also make it not visible in the editor it self
    An option to toggle for visibility might be useful for debugging purposes

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