The Activate/Deactivate Group menu seems to ignore the current theme and always defaults to a true white background color:
Please login to see this attachment.
This has been found by multiple other users as well, but didn't see a report of the "bug" here.
If it's too hard or complicated to fix it's totally fine, it doesn't look that bad anyways.
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.
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.
-
-
Behavior is spelled wrong on this error message:
Please login to see this attachment.
-
Hello, I want to request some useful things for the program.
1. It would be convenient if there was a search string in the list of frame objects, since if there are too many objects, then searching for a specific object takes time.
2. We can set the initial value of the random generator seed ourselves through the frame properties or in the event editor, but we cannot get this value in the event editor. It would be useful if it was possible to get a random generator seed of the frame in the event editor.
3. If there are a lot of objects on the frame and you need to add a specific object to the debugger, then it takes time, it would be useful if there was a search string in the debugger.
4. When creating an object can make the "show preview" option, if it is enabled, then when choosing the place where the object is created, the same object will be, but transparent, so that we can see exactly how it is created on the frame.
5. It would be very useful if Active had more action points, since one is not enough for my purposes. -
Dergot here are some of my thoughts:
1. You can use Find All to find objects.
2. Pretty sure it's really easy to make an extension for this... I might add to my wip "Hidden Properties" extension.
3. You can also add objects to debugger through event editor, that may help.
4. Well, yeah, this could be useful.
5. There are many ways of having multiple action points, of course it's all tricks and stuff, but it usually works well depending on what you're doing, you can search for this in the forum. -
Could you please add a jump key for Select objects with a given qualifier in the Frame Editor right-click menu? S is already taken by Show Object Events, but that's ok as not all items use the first letter (eg. "Text" uses X and "Align in Frame" uses G). Q would seem a good choice in this case.
Also, another pair of actions that it would be nice if we could negate is the Layer Object's show layer X / hide layer X
-
something that would be nice within the debugger output window; when it shows what animation is playing, it only lists the default ones by name, and then for others it says: "User Animation#1", "User Aniamtion#2", etc. is it possible to have these "User Animation#.." correspond to what we have named them?
-
Could it be possible to have an option to deactivate the behaviors of the defaut animations of an object?
For example, in a game i use "disappear" as a death animation, but it creates some issues while destoying this object, because it will trigger the "disappear" animation. If we could deactivate this, it will help a lot. -
Could it be possible to have an option to deactivate the behaviors of the defaut animations of an object?
For example, in a game i use "disappear" as a death animation, but it creates some issues while destoying this object, because it will trigger the "disappear" animation. If we could deactivate this, it will help a lot.It's probably a good idea to just avoid the first 12 animations in this case. That's what I do. If you don't use them and you uncheck "show all", they basically disappear from your game and you never have to worry about them again.
-
Not sure if it's been brought up, but the Indexes for Global Variables are different from what appear in Compare Windows:
Please login to see this attachment. -
Not sure if it's been brought up, but the Indexes for Global Variables are different from what appear in Compare Windows:
Please login to see this attachment.Ah, those 1-based indexes for global values, grrr, will fix it, thanks!
-
It's probably a good idea to just avoid the first 12 animations in this case. That's what I do. If you don't use them and you uncheck "show all", they basically disappear from your game and you never have to worry about them again.
Still, it would help a lot if we could do that and instead get events to trigger them manually if we need to, like On Object Creation/On Object Destruction.
Not to mention that it would also help if we need a ton of animations (what's the maximum? I think it was 24 anims per object).
-
Still, it would help a lot if we could do that and instead get events to trigger them manually if we need to, like On Object Creation/On Object Destruction.
Not to mention that it would also help if we need a ton of animations (what's the maximum? I think it was 24 anims per object).
I don't think I understand your first sentence. If we want automatic behaviours on creation/destruction, we can use the Appearing and Disappearing animations. If we don't, we can use animations 12+ and manually trigger them however we like. We can use both automatic and manual animations simultaneously, or we can hide the automatic ones entirely and not have to worry about them ever again. To me, adding a "disable automatic animations" checkbox would just be solving an already solved problem.
As for having 12 extra animations to use - yes, that would probably help someone....but that someone is probably not you, since the maximum anim count is way higher than what you thought it was, so you've probably never been close to running out of animations ;D. I don't know what the maximum anim count is, but I was curious and got to over 65 just now, before I got bored of clicking and stopped. If I had to guess, I'd say maybe the maximum is 256, but maybe there isn't one.
-
Regarding the possibility of flipping an active object, meanwhile, we're waiting for this feature, which I hope will come sooner or later. Would it be possible to make an 'official' shader like the flip one, which would solve the problem of hot spot jitters?
So that perhaps it would be supported by the various formats and doesn't require a particular script to hold the flipped sprite in place. -
Crian there is already an official flip shader and it comes with Fusion, it's even ported to Android/iOS/Mac already.
And I'm not sure what you mean by hotspot jitters... Can you make a gif or video of it? -
I have visual issue on iOS with build 294 with scrolling, on the picture you can see the difference between iOS and Android.
On iOS there are space around the background where it should not have (all the objects that have scaling issue while scrolling the screen are quickbackdrop).
I've also seen the same issue with counters when using vertical/horizontal bars.This issue was not present on build 293.10.
Please login to see this attachment.Also, on Android, there is a visual issue that seems to comes from the general window scaling system, when you put two images one above another, you will see some part of the images under while it should be not visible. I've made a small MFA to show that issue, must be tested directly on an Android device, you will some red around the white:
Please login to see this attachment. -
Not sure if this is the correct thread for it but is it possible to get hotkeys assigned for these controls in the image editor (unless there already are some that I didnt know about)
Please login to see this attachment.
-
Crian there is already an official flip shader and it comes with Fusion, it's even ported to Android/iOS/Mac already.
And I'm not sure what you mean by hotspot jitters... Can you make a gif or video of it?Here is an example.
When the sprite is flipped, it swings like a boat left and right. -
Here is an example.
When the sprite is flipped, it swings like a boat left and right.
The Flip shader only flips the pixels, not the hot spots (they are not accessible afaik). The sprite jitters because the hot spots are moving around on each frame but they are fitted to only match the right-side. When the image flips but hot-spots doesn't you get a mismatch.One solution is to have a static animation frame size: Don't crop each frame to fit the character.
Instead, give it enough space to fit your largest frame and position the character in place, then let the hot spot remain at the same position for each frame (ex. bottom-center). Then it should match when you flip the character. -
Why just not bake in flipped sprite in another direction or animation? That's what I do, never really needed flip shader for anything.
-
Probably to save storage and be easier to change later on...
It would be cool if Fusion could smartly detect a flipped sprite and store optimize it just like it does for repeated sprites...
Basically, it would need to only store hotspot/action point, animation speeds and loop (in case the animation or direction has a different speed).
Then the sprites could be just the original sprite flipped, no extra storage use.But from my understanding, the reason we cannot flip it is because it would break collision mask, specially fine collision of the sprites, so I bet this optimization is also not possible for the same reason.
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!