Build 294.14 - Release 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.
  • SUGGESTION:
    ce serait super utile d'avoir dans le menu click droit de l'éditeur de scene une option pour "centrer la scene sur un objet" et une petite liste d'objet choisis apparait. (avec eventuellement des raccourcis ). ça permetrait de centrer diectement sur le personnage principal du jeu ou autre.
    SUGGESTION:
    it would be super useful to have in the right click menu of the scene editor an option to "center the scene on an object" and a small list of chosen objects appears. (with possible shortcuts). it would allow to directly focus on the main character of the game or other.

    You can click an object (either in the frame editor or in its object list) and then click the "Center in frame" button in the toolbar.

  • I don't know if it's because of this build, but now on iOS i don't get any close button on interstitial ads from admob... I'm forced to close the game. I'm trying to update Xcode and Admob iOS SDK to see if it fixes the issue.

    edit:
    I've updated everything and there is still no close button on interstitial ads on iOS! It's a catastrophe! Nobody can play my game on iOS, they are stuck on the ad...

    edit2:
    Even if i revert to build 294.12, i still can't close ads on iOS. So i guess it's related to the iOS version (16).

    This object had been updated to work with the latest SDK, and my test show the button on new and previous SDK, can you please add an image captured by your device, this seems funny errors from Google.

    i am testing now with a device with iOS 16, let you know in a bit.

    Please login to see this link.


    Please login to see this attachment.

    Please login to see this attachment.

    Please login to see this attachment.

    Here some images from simulator and iPhone XR with iOS 16.2 latest AdMob SDK 9.14

    Regards,


    Fernando Vivolo

    ... new things are coming ...

    Edited 3 times, last by Fernando: Adding Images (January 9, 2023 at 2:36 PM).

  • Hi, sorry to bother, maybe off topic here but I don't want to open a new thread: how to init those buffers?

    Code
    LPVOID            m_pHWAParamBuffer;    // Buffer for parameters (D3D11 only)
        LPVOID            m_pHWAParamBufferPixelSize;    // Buffer for pixel size parameters (D3D11 only)

    They are auto initialised if attaching a shader with pixel size or params, but don't know which part is doing the job...
    if you create a shader then attach it to an object by modifying effect & effectParam (call ModifSpriteEffect) then those buffers are not updated, the object will be invisible due to invalid params. allocate directly to this buffer using operate new will cause access violation, might be due to fusion find this buffer is not null then trying to release the real internal buffer which is still null.

  • Hi, sorry to bother, maybe off topic here but I don't want to open a new thread: how to init those buffers?

    Code
    LPVOID            m_pHWAParamBuffer;    // Buffer for parameters (D3D11 only)
        LPVOID            m_pHWAParamBufferPixelSize;    // Buffer for pixel size parameters (D3D11 only)

    They are auto initialised if attaching a shader with pixel size or params, but don't know which part is doing the job...
    if you create a shader then attach it to an object by modifying effect & effectParam (call ModifSpriteEffect) then those buffers are not updated, the object will be invisible due to invalid params. allocate directly to this buffer using operate new will cause access violation, might be due to fusion find this buffer is not null then trying to release the real internal buffer which is still null.

    Not sure why you need this information. They are created by ID3D11Device::CreateBuffer.

  • You can click an object (either in the frame editor or in its object list) and then click the "Center in frame" button in the toolbar.

    Merci!!!
    une petite fenetre quand on click sur l'icone "center in frame" avec les qq objets selectionnés d'une maniere ou d'une autre auparavant serait super, ça eviterait d'avoir a chercher dans la liste d'objet celui qu'on veux parmi des dizaines. si c'est pas trop compliqué a faire biensur

  • Not sure why you need this information. They are created by ID3D11Device::CreateBuffer.

    Thanks for the reply. :)
    I’m trying to make it possible to set shader by object’s fixed value and shader name (definitions and fxData are parsed from m_pEffects in rhApp) for my game scene script. Currently I have to copy then paste the same attach shader events for each shader and each type of objects.

    Now it works, although will crash when closing app, but doesn't matter much.

  • Hey, so first of all thanks for the crash fix related to comments in the Event List Editor, I have been getting crashes multiple times a day when it persisted, now since it got fixed, I haven't got a single crash since, which is really good!

    As I have semi recently bought the 2.5 Plus addon, I'm still experimenting with all its exclusive features, and they have been great so far, though I encountered a bug with the "Convert blocks of backdrops to quick backdrops" function, basically if the backdrops had a type different than "None" it won't do any conversion, toke me awhile till I figured out what's wrong.

    Also, sometimes if you were to convert multiple motif quick backdrops to a bigger quick backdrop, it only converts the first row, this is a harder to reproduce though

    Game/App developer, artist and a community contributor.
    You can support my work on: Please login to see this link.

    Edited 2 times, last by Linky (January 15, 2023 at 4:44 AM).

  • Another request regarding screen sizes on mobile:

    Please allow to resize the window size of an app at runtime on iOS/Android by window control object.

    This is especially requested, if you create apps for smartphone and tablet.

    example: i work with window size 750x1250 Pixel and frame size of 1134x1624. Mode: Fit inside and adjust.

    iPhone14 uses 750x1624 Pixel
    Redmi Note uses 750x1460 Pixel

    iPad should use 1134x1512 Pixel. (instead of 750x1000 Pixel -> this would happen, if i just use fit inside and adjust)

    but i have no way actually to do this.

  • Does anyone encounterd with static noise with AIF audio files?

    It seems like short files are playing okay, but longer files begin to play okay but immediately go into static noise; when playing the files outside of Clickteam Fusion this doesn't happen.

    I can convert the files to WAV or another format, but I'm willing to use the original format the files were recorded in as the engine does support AIF files.

    Here's an example with the file info marked at the corner.

    Please login to see this attachment.

    Edited once, last by goldeng (January 16, 2023 at 10:06 PM).

  • Not sure if this is a bug or not but if you

    1. copy an object to the clipboard
    2. paste copies of the object into the frame (duplicating the object)
    3. edit one of the objects on screen (either original or one of the pasted ones) using the image editor
    4. exit the image editor and continue pasting

    the newly pasted objects in step 4 will be brand new objects (clones), based off of the original copied object rather than duplicates of the (now edited) original object. Each subsequent paste will create a new object each time too. Tried it with both active objects and quick backdrop objects to the same effect

    Edited once, last by marbenx (January 18, 2023 at 11:47 AM).

  • I have a small request - a "stop fastloop immediately" action.

    For example:

    + Start of frame
    -> Run fastloop "test", 1 time

    + On loop "test"
    -> Add 1 to counter
    -> Stop fastloop "test"

    + On loop "test"
    -> Add 1 to counter

    The counter will end up reading "2", because the "stop loop" action only prevents the next loop from beginning - it doesn't actually stop the current loop. In particular, if you're creating a the Fusion equivalent of a function, that you call by running a fastloop 1 time, it would be convenient (and more efficient) to have an action to make it stop.

    It's a pain to always have to say something like this:

    + Start of frame
    -> Set thisLoopIsDone to 0
    -> Run fastloop "test", 10 times

    + On loop "test"
    + thisLoopIsDone = 0
    + Some condition...
    -> Add 1 to counter
    -> Set thisLoopIsDone to 1
    -> Stop fastloop "test"

    + On loop "test"
    + thisLoopIsDone = 0
    + Some other condition...
    -> Add 1 to counter

    It seems like it would be relatively quick and easy to implement?

  • i normally do a
    > set fastloop index to (x/max) and then a stop loop for insurance..

    eg;
    + Start of frame
    -> Run fastloop "test", 1 time

    + On loop "test"
    -> Add 1 to counter
    -> Set fastloop index "test" to 1
    -> Stop fastloop "test"

    + On loop "test"
    -> Add 1 to counter

    im not in front of fusion to test right now.

    Edited once, last by danjo (January 18, 2023 at 4:56 PM).

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!