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.
  • 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.


    How have i never ever noticed the "show all" button all these years? :O

    bye bye needless 12 filler animations XD

  • 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.

    Could the flip function be used to save a LOT of memory/loading times on Android devices?
    Why they don't add a default flip shader if it is ported to all exporters? It could be useful to everyone, even novices.

  • The flip shader is expensive though, in my experience. When I last tried it, I used it to flip several objects per second, which is not a huge amount, and my performance went down 15fps whenever it was on. I really wish we could just set xScale to -1 or something.

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  • I have attached the shader. However, in my opinion, if the problem is the collision mask of the Active Objects, Clicktream could, in the meantime, ignore the problem, make a 'flippable' active object, specifying that at the moment, if this feature is used, the collision system does not work.
    This solution, would make many of us happy, also because advanced users don't always use the main sprite for collisions.
    Moreover, sometimes it does not matter whether Active Object collides or not, whether it is used for backgrounds or non-player characters, etc.

  • Yeah, I actually suggested to add a "Allow flipping with negative scale" with a description: "By enabling this, fine collision will be disabled, so only use it if you do not need it."
    I guess with fine collision off, that would work fine, since it's just a rectangle, nothing too fancy to flip...

  • There seems to be a problem with Android .apk packing the resources in this version.

    The .apk sizes have massively gone up from Oct 2019:


    1. 25 984 kb to 32 661 kb
    2. 31 247 kb to 42 563 kb
    3. 36 566 kb to 63 492 kb

    I've added a single string - to add a privacy policy - that's all.

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  • New library is bigger since it have now the shader effects code.

    I don't use shaders.

    The game that increased from 25kb to 32kb is a demo of the 36kb one - they have 90% the same graphics and 100% all the same backgrounds. The 36kb one almost doubled in size - there must be something else going on. If it was a new feature then shouldn't every game increase by the same percent or amount of kb?

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  • I don't use shaders.

    The game that increased from 25kb to 32kb is a demo of the 36kb one - they have 90% the same graphics and 100% all the same backgrounds. The 36kb one almost doubled in size - there must be something else going on. If it was a new feature then shouldn't every game increase by the same percent or amount of kb?

    those libraries are code attached to runtime

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • Also, is it posibble to add multiple objects to a folder in a frame objects' list at once? If not, could it be added?
    Currently, when i try to organize my frames by creating new folders for the objects, I must move them one by one, it's taking forever...

    You can do it with many objects at once, but only if you're dragging them from the frame, and not from the list.

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  • I am in love with the interface overhauls, although one nitpick that I just wanted to address is that the Toggle event list mode button (CTRL+T) keeps going back to the top when I am already scrolled at the bottom. I hope this gets fixed soon as I am way too attached with that feature.

  • Also, is it posibble to add multiple objects to a folder in a frame objects' list at once? If not, could it be added?
    Currently, when i try to organize my frames by creating new folders for the objects, I must move them one by one, it's taking forever...


    It's possible, you drag them the objects list in the frame editor, I even made a video just for it so more users know it exists xD:
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