Build 294.12 - Release Candidate

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'm having problems using the DPI aware option from the Properties - Windows settings.

    The DataGrid object will be scaled nonetheless (Left - Laptop, Right - Desktop-PC).

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    The Explorer object will be scaled too and the client window of the sub-application loses space (Left - Desktop-PC, Right - Laptop).
    It seems the addintional height of the window title bar reduces the client height. The window height seems to be the same.

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    Edited 3 times, last by Gustav (December 8, 2022 at 7:32 PM).

  • I have found a small issue in the tree view of the Explorer object.

    In the following case it seems impossible to get the current selected folder:

    1. select any subfolder
    2. click on the little minus symbol in front of the parent folder
    3. now the parent folder is selected automatically after it was closed


    In this case no "Folder Changed" event is fired nor is the "ExplGetCurFolder$" variable updated.
    It would be really great if this could be fixed. :)

    Edited 2 times, last by Gustav (December 8, 2022 at 10:12 PM).

  • I'm having problems using the DPI aware option from the Properties - Windows settings.

    The DataGrid object will be scaled nonetheless (Left - Laptop, Right - Desktop-PC).

    Please login to see this attachment.

    The Explorer object will be scaled too and the client window of the sub-application loses space (Left - Desktop-PC, Right - Laptop).
    It seems the addintional height of the window title bar reduces the client height. The window height seems to be the same.

    Please login to see this attachment.

    I don't see what you mean, and I don't see any resizing issue in simple apps with the objects you mention. When DPI Aware is not selected, Windows scales the content of the main window, whatever objects it contains. Could you post examples please?

  • Can we get an option to disable the alphabetical sorting of objects in the Workspace Toolbar? I get why it can be useful, but honestly, I would prefer it disabled, an option in preferences would be nice :)
    Before I updated to the DLC, it was custom sorting, now after updating, it's forced alphabetical sorting...

    Game/App developer, artist and a community contributor.
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  • I'm not sure if it's a bug and would appreciate if anyone could shine some light on this, because I may have a wrong understanding of this and it's driving me nuts!

    I have an application with non-global objects and global objects, and I'm trying to update their icons so they will be synced across the entire application.

    I found that if it's not a global object, the icon doesn't update in all frames, although the Auto-update checkbox in the object's properties is ticked. At the same time, I tried changing the graphics / animation of this non-global object and found that the change only applies to the object in the specific frame that I edited it in, although it's the same object in the other frames, and although the Auto-update checkbox in the object's properties is ticked.

    If I try to do the same procedure on a global object, the graphic and / or the icon updates accordingly.

    Thanks

    Edited 10 times, last by goldeng (December 9, 2022 at 3:09 PM).

  • That's a very normal behavior, only global objects do update their info across different frames (Like animations, icons, values. etc.), if an object is not global then it would not sync across frames, even if it has the same name and type, simply because it's not a global object thus treated as different object

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    Edited 2 times, last by Linky (December 9, 2022 at 3:16 PM).

  • Thank Linky. Your explain mostly makes sense. :) Funny that I'd just checked it in "Klik & Play" and it behaves the same there as well! X) The only difference is that there is no global object option there; sometimes new features, like the Auto-update of the object's icon, makes you think that it will now affect things differently.

    Anyway, the confusion I had was that the object is the same (copy / paste) and not a clone of it, and the Auto-update is an individual option in a separate tab, and its text line doesn't say anything that it only works on global objects. It may be worth including it in text, for example: "Auto-update (only works on global objects)", or to have this feature greyed-out for non-global objects altogether in order to prevent confusion. As I see it, if an object is set as a global object then its icon should be updated automatically, without needing to have a specific tick-box for it especially if it's in another tab in the object's properties. Though, I'm not sure if it has other purposes that it was designed separately.

    Edited once, last by goldeng (December 9, 2022 at 4:32 PM).

  • I think you're conflating two things: syncing graphics across frames, and syncing graphics between frame editor and event editors. Auto-update doesn't really have anything to do with whether or not an object is global, though I can see why it would seem that way because of the name.

    If you have a yellow object in your events, and you uncheck auto-update, then recolor the object red, the icon will still be yellow in the events. The object will be red in the game and in the frame editor (including the frame editor of any other frames where it exists, if it's a global object). But it will be yellow in the workspace toolbar and event editors (including the event editors of any other frames where it exists, if it's a global object).

    I'll give you an example of when this is useful:

    I have some platform objects that are long and relatively thin. When Fusion converts them automatically into icons in the event list editor, they just look like thin 1px horizontal lines, and I can barely tell them apart. So I've made legible square icons for them, which I've added using the properties toolbar. The real graphics are unchanged, but they now have a legible square icon in the events. The problem is, every time I modify the actual graphic, or resize the object, Fusion will automatically recreate the icon, and my events have the illegible 1px icon again. Thankfully, I can uncheck auto-update. Now, once I've added an icon using the properties toolbar, it will not be overwritten any time I edit the object.

    I find it useful for string objects too, for similar reasons. Once I've edited the icon in the properties toolbar, it stays there even if I edit the string object itself.

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  • I don't see what you mean, and I don't see any resizing issue in simple apps with the objects you mention. When DPI Aware is not selected, Windows scales the content of the main window, whatever objects it contains. Could you post examples please?


    I'm sorry, I changed something in the custom folder selector sub-app and now the client height issue isn't there anymore. I can't reproduce it.

    You can see in the pictures that scoll bars, text and icons of DataGrid and Explorer are scaled up although the DPI aware option is enabled.
    Just create a new app with these objects and drag them from a laptop to a connected monitor. You'll see these elements will be scaled up and even stay scaled up on the connected monitor.


    I noticed two other things:


    I can't get an Array to be global in a sub-application. Am I doing something wrong?
    Here is an example file: Please login to see this attachment.


    Another thing is, wasn't it possible to load a PNG with transparency as selection?
    I would like to load a PNG as icon for an editor object. If it is a bit larger than the icon size it will be cut.
    Checking the Import as selection option will place the png picture cut as before but the selection is "empty".
    While resizing the selection the picture stays as is.

  • Sorry for another post but I found a bug which destroys the usability and user experience in applications using buttons and sub-applications.

    Please see this file as an example: Please login to see this attachment.

    If a sub-application is opened (created) from a Button click a Button keeps the focus, every Button.

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    If you "tab" through the Buttons the focus will be gone again after the Button was reached in the tab-selection-order.
    If you click on one of these Buttons and the other the focus won't change.
    Beside it looks odd the user can't tell anymore which Button has the focus.


    Btw
    Window Control's Minimum X/Y Size actions don't work with sup-applications if they are resizeable.
    Would be great if this would work.

    Edited 3 times, last by Gustav (December 10, 2022 at 2:36 PM).

  • Just create a new app with these objects and drag them from a laptop to a connected monitor. You'll see these elements will be scaled up and even stay scaled up on the connected monitor.

    Do those 2 monitors have different scalings? I can't reproduce this here with my 2 monitors with different scalings. Also please note that the Fusion option is the simplest DPI scaling option supported by Windows, this is not a per-monitor scaling option, which might be supported later.

    Quote

    I can't get an Array to be global in a sub-application. Am I doing something wrong?


    The Global option in arrays is only for the current application, the data is not shared with sub-apps.

    Quote

    Another thing is, wasn't it possible to load a PNG with transparency as selection?
    I would like to load a PNG as icon for an editor object. If it is a bit larger than the icon size it will be cut.
    Checking the Import as selection option will place the png picture cut as before but the selection is "empty".
    While resizing the selection the picture stays as is.

    I don't see what you mean by "the selection is empty", seems OK here. Though if it's a PNG with alpha channel the alpha channel won't be taken into account in the selection (maybe it was your question?).

  • I think you're conflating two things: syncing graphics across frames, and syncing graphics between frame editor and event editors. Auto-update doesn't really have anything to do with whether or not an object is global, though I can see why it would seem that way because of the name.

    If you have a yellow object in your events, and you uncheck auto-update, then recolor the object red, the icon will still be yellow in the events. The object will be red in the game and in the frame editor (including the frame editor of any other frames where it exists, if it's a global object). But it will be yellow in the workspace toolbar and event editors (including the event editors of any other frames where it exists, if it's a global object).

    I'll give you an example of when this is useful:

    I have some platform objects that are long and relatively thin. When Fusion converts them automatically into icons in the event list editor, they just look like thin 1px horizontal lines, and I can barely tell them apart. So I've made legible square icons for them, which I've added using the properties toolbar. The real graphics are unchanged, but they now have a legible square icon in the events. The problem is, every time I modify the actual graphic, or resize the object, Fusion will automatically recreate the icon, and my events have the illegible 1px icon again. Thankfully, I can uncheck auto-update. Now, once I've added an icon using the properties toolbar, it will not be overwritten any time I edit the object.

    I find it useful for string objects too, for similar reasons. Once I've edited the icon in the properties toolbar, it stays there even if I edit the string object itself.

    Thanks Volnaiskra for the reply!
    After reading your example of the long platform objects you reminded me of the very same scenario on my end, where any updates that I made to the graphics of certain objects that I had set custom icons to were overwritten with auto generated icon. So now I have a better understanding of when to tick or untick the Auto-update icon feature.

    As of my original issue, I ended up turning all of the objects to be global objects, and then made a change to their icon and it synced successfully on the same objects in my entire application. Not the most ideal solution but at least I managed to make an MFA file that contains my game assets with correct icons size, organized in frames for each lesson for a course that I'm working on.

  • Yves I don't ask for stuff often so I'll put a small request here for consideration. If it's a simple thing to change, would make my life tremendously easier.

    In the command Load frame (load external image into an active's frame) for consistency it would be possible to have ENTER have the same behavior as other sections of the expression? (Move to the next parameter)
    For instance when it comes to select animation, I have to click to select the stopped animation. It would be great if it remembered the last selected animation or at least pre-select "stopped" so I could use arrows to select other animation below. Or just hit ENTER and go forward.
    Please login to see this attachment.

    Then if I press enter it selects all directions. It would be great if ENTER would just go to the next stage. Currently I have to move the cursor to click on OK.

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  • Yves I don't ask for stuff often so I'll put a small request here for consideration. If it's a simple thing to change, would make my life tremendously easier.

    In the command Load frame (load external image into an active's frame) for consistency it would be possible to have ENTER have the same behavior as other sections of the expression? (Move to the next parameter)
    For instance when it comes to select animation, I have to click to select the stopped animation. It would be great if it remembered the last selected animation or at least pre-select "stopped" so I could use arrows to select other animation below. Or just hit ENTER and go forward.
    Please login to see this attachment.

    Then if I press enter it selects all directions. It would be great if ENTER would just go to the next stage. Currently I have to move the cursor to click on OK.

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    just use the expression editor version of those dialogs ("use a calculation" or "1+1" buttons). You can even do it for the transparent color at the end.

    I use Load Frame a lot, and I always set it up like this just so that I can repeatedly hit enter. Whenever I need to use a new Load Frame action, I copy and paste an existing one, so that it's already set to the expression editor formats.

    Also, make sure you use the recently added preference to shorten dialog animation time. This makes it quicker to make your way through the windows.

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    Edited 3 times, last by Volnaiskra (December 11, 2022 at 9:34 PM).

  • just use the expression editor version of those dialogs ("use a calculation" or "1+1" buttons). You can even do it for the transparent color at the end.

    I use Load Frame a lot, and I always set it up like this just so that I can repeatedly hit enter. Whenever I need to use a new Load Frame action, I copy and paste an existing one, so that it's already set to the expression editor formats.

    Also, make sure you use the recently added preference to shorten dialog animation time. This makes it quicker to make your way through the windows.

    Thanks Volnaiskra. Yeah I use expression as well in artwork I don't mind to be outside. For graphics that I want to be packed I can't use expressions. I even opened a topic about this recently:

    Please login to see this link.

    In expressions I can use alterable string and global string as part of the expression which make things really straightforward for dynamically loading things.

    By the way would you mind clarifying the "make sure you use the recently added preference to shorten dialog animation time"? I guess I missed that one.

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