Build 294.4 - 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.
  • I would like an option to open stuff* in new tabs by default. Shift-clicking gets tiring really fast and sometimes I accidentally open stuff in the same tab.

    *frame editors, behaviors, etc. - basically everything that can be opened in a new tab with shift-click.

    There are no impossible things, there is only lack of skill needed to complete the task.

  • Request for a new feature ;)
    Add the ability to flip sprites horizontally and vertycally during runtime
    This will be very useful if you have a lot of different objects that need to be flipped (manually would be very long)>:)

  • I've gotten crashes when exiting the expression editor several times now. I haven't yet isolated what is causing it, but I didn't get that before 294.4
    close expression editor with an "Okay" -> MMF2 closes

  • Navigating the New Condition/New Action windows can still get glitchy when you move back and forth between subgroups using arrow keys:


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  • OK, I think I've figured out why my Event Explorer was disappearing on launch.

    So Fusion has a feature where the Event Explorer automatically disappears/reappears depending on whether the Event [List] Editor is visible. And likewise the Layers Toolbar disappears/reappears depending on whether the Frame Editor is visible. This feature breaks if you uncheck the "Editor Toolbar":

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    In fact, I never even knew this feature existed, because I've had my "Editor Toolbar" unchecked for years. Anyway, the "Editor Toolbar" isn't a single toolbar, but seems to be a collection of them (Event Editor Toolbar, Event List Editor Toolbar & Frame Editor Toolbar) combined with a mechanism that automatically switches them on/off depending on which editor is active. And the Event Explorer (and Layers Toolbar) seem to also use this mechanism.

    So if you have the "Editor Toolbar" unchecked, the Event Explorer remains open (and blank) even if no editors are active. When you restart Fusion, some other routine automatically closes the Event Explorer. But then when you open an Event List Editor, it should turn the Event Explorer back on but doesn't, because the above-mentioned mechanism is deactivated.

    Since such a key part of the UI mechanics is quietly tied to the "Editor Toolbar", maybe we shouldn't be allowed to uncheck it. But anyway, now that I know, I'll just keep it checked and problem solved.

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  • I am so happy with the progress as well actions to scale x/y separately. However I would like a way to set width/height of an object directly instead as a % of the original size. Say, the image starts as 190x190 pixels, however I want it to scale to 24x67px specifically. Now, it's better than it used to be as I can control x scale and y scale separately, but I'd still need to do some complex math to scale it to that size and it still may not be exactly that.

    There are no impossible things, there is only lack of skill needed to complete the task.

  • Also change the default application size to something more modern than 640x480 (1280x720 would be a good choice).

    There are no impossible things, there is only lack of skill needed to complete the task.

  • Picture Editor:
    Is there a way that we'd have an option to keep the customed transparency color setting to remain the same for new created frames/objects in the application?

    The default transparency color in the Picture Editor is taken from the true black of RGB 0,0,0, while the black color at the top-left corner of the color swatches is changed to RGB 8,0,0, which in close examination next to a true black looks more of a reddish-black (this is since Klik & Play actually and was never changed / fixed in newer versions).

    In order to paint or import an image with a true black of RGB 0,0,0, we need to double-click on the transparency box in a given frame to change its default transparency color of RGB 0,0,0 to something else. I mostly change it to pink of RGB 255,0,255. That way the black color at the top-left corner of the color swatches changes to a true black of RGB 0,0,0. The problem is when you right-click in the empty space of a sequence to create a new frame, is that the new frame gets created with the default RGB 0,0,0 color value for transparency. Very frustrating as you need to change the color in every single frame.

    Currently to workaround this, I taught myself to duplicate the previous frame, which keeps the transparency color value as I set it to. The problem with this workaround though, is that I have to edit / clear the duplicated frame graphic content before drawing / importing a new graphic in it.

    I really don't know what such changes involve in terms of how complicated the engine is written in the background, that I just wish to suggest a few ways that this can be changed to give us a better experience:

    1. I mostly think that we should be able to change the default transparency color value in a higher level of the engine to our liking. So every new application we create will have this setting in advanced. Of course, that setting should affect only new created objects and not objects that already exist in a given application.

    2. If the above is not possible, then perhaps that the new created frame in a given animation could preserve the transparency color of the previous frame in the sequence.

    3. If the above is not possible as well, then perhaps that we could have an option to set the transparency value in the object's properties.

    Hope this will be taken into consideration.

    Thanks in advanced.

  • Please remember that you can't currently apply shaders to Frame or Layers in Android/iOS (maybe Mac as well?)
    Also, shaders cannot sample the background, so if these shaders are working, they will only affect the object you applied it to, without messing with what's behind it.

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