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.

  • +1
    I do usually use the Break action for these kinds of situations but would be better to have a version of the action that stops it immediately.

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

  • Found a small issue with Clickteam Fusion, if you plug in and out headphones while an audio is looping, the audio will stop playing prematurely.
    I talked about this on the discord server, it might be because applications don't switch back to the speakers after removing the headphones, but I'm not sure.

  • Found a small issue with Clickteam Fusion, if you plug in and out headphones while an audio is looping, the audio will stop playing prematurely.
    I talked about this on the discord server, it might be because applications don't switch back to the speakers after removing the headphones, but I'm not sure.

    This is essentially the problem where if you switch audio devices, the sample played remains on the previous audio device unless you manually replay it.

    ~2 blu 4 U too HaNdLe~

  • Doesn't look like this got addressed, so I'm just reposting it here. :)

    When using an Edit Object, the caret position does not seem to be updating when using the arrow keys. If you set an alterable value to always be set to the caret position of the Edit Object, it will update when typing or backspacing, but if you use the arrow keys to move the caret position, the alterable value does not change until you type something.

  • feature request:
    When you have the select direction dialogue up, and clicking any of the 32 directions;
    is it possible to hold the mouse down and move it over the direction markers, to toggle them
    - it can be cumbersome sometimes to click each on you want, and it would be more pleasant to swipe around over a selection of them to turn them on / or off.

  • There was a bit of a discussion on ClickConverse about ways to protect assets and reduce the exe/dat file...
    Then one idea come up that I think it might be interesting:
    An option for Unpacked EXE that exports all Actives as ANM, as far as I know people haven't made specialized tools to extract those, and that might allow for way smaller updates for games.
    This way, graphical updates would only need to update ANM files.

  • Feature request: Would it be possible to add the F5 and F7 options when right-clicking on a frame in the Workspace pane? We can go to the various editors through this method, but it would be super handy to be able to launch from frame (preferably F5 option) through this menu alone instead of having to open one of the editors for that frame and then launch.

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  • Feature request: Would it be possible to add the F5 and F7 options when right-clicking on a frame in the Workspace pane? We can go to the various editors through this method, but it would be super handy to be able to launch from frame (preferably F5 option) through this menu alone instead of having to open one of the editors for that frame and then launch.

    If you click the frame to highlight it (don't need to open), then F5 will execute from this frame. This also works for Ctrl+L open event list editor.

  • If you click the frame to highlight it (don't need to open), then F5 will execute from this frame. This also works for Ctrl+L open event list editor.

    I'm starting to feel crazy, I swear I tried that yesterday before posting but I guess not.
    It'd still be great to have the mouse-driven option, if it weren't a complex addition.

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  • MuddyMole  danjo if you use child events, you can break the loop...

    Please login to see this picture.

    Another thing you can do is compare the loopindex, then set it to -1 once you want to stop it.

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    If anyone's interested, another workaround is to place the on loop events inside a group, then add a deactivate group action. This will effectively stop the fastloop at the current event, ignoring subsequent events. Of course, you need to remember to reactivate the group the next time you run the fastloop.

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    Edited once, last by Volnaiskra (January 27, 2023 at 5:26 AM).

  • I found a bug with input in the expression editor on systems that have more than 1 language. This happens to me both natively on my PC and on my Mac in Parallels Desktop. It also happened before version 294 but I always restarted the engine to bypass this problem as I hadn't found the time to report this, though it becomes very inconvenient and would much appreciate Clickteam if you could try to reproduce this on your end and perhaps fix this in a future update.

    Some more info:
    On my system I have English and Hebrew input languages. It happens that even though the input is set to ENG, when I begin to type in the expression editor it types the first letter in English correctly, but then immediately changes the input langauge to Hebrew. Same goes when I change the input to HEB and start typing in the expression editor - the first letter types in Hebrew and the rest in English.

    If I go into another program like Notepad and try to reproduce the issue it doesn't happen - when I'm in ENG it types in English and when I'm in HEB it types in Hebrew.

    Sometimes when switching to other programs and getting back to the engine it fixes the issue, but only for a short amount of time. In the worse case I need to completely restart the computer.

    I've captured a video describing the issue. You can see how the input language on the bottom right corner of the taskbar changes automatically when I type in the expression editor.

    Thanks

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    Edited once, last by goldeng (January 27, 2023 at 4:41 PM).

  • TRUE PAUSE CONTROLS

    One Feature I know many would love is a True Pause Game/APP feature.
    I.E. User clicks within a zone Paused / User Clicks within another Zone Un Paused.
    Other options as usual. Clicks on Active, Clicks on Backdrop, Mouse Clicks, Links to Counters ( Timed Pause ) etc...

    Most likely would need to be linked to a sub app so the Pause Feature doesn't freeze everything. Just the Main Application. This way, the sub app can also run a menu for items and such.

    TRUE SAVE GAME

    Another extremely useful feature would be a True Save Game. That Saves all data, including Positions of all objects and so forth.
    Current Save game objects are lack lustering and complex.
    I honestly find the LIST OBJECT, the best for now for saving large amounts of DATA!

    Edited 4 times, last by VBEinc (January 28, 2023 at 4:18 PM).

  • TRUE SAVE GAME

    Another extremely useful feature would be a True Save Game. That Saves all data, including Positions of all objects and so forth.
    Current Save game objects are lack lustering and complex.
    I honestly find the LIST OBJECT, the best for now for saving large amounts of DATA!

    There is a Save/Load Frame position which does what you're asking, but each extension needs to have something coded to be handled when this function is called.
    Pausing the app also have a similar function in the extension SDK, meaning some object might continue running even when the app is paused, this can be clearly seen in Easing object when you use the Move action and pause.
    So that means Clickteam couldn't possibly add existing extensions that they don't have access to the source code to work with these.

    Another issue is that if you change anything on the app and compile it again, it won't be compatible with the Load Frame position anymore, since it works similarly to a Save State from a emulator.
    So that's only useful if your game will not receive updates anymore of if you use it solely for temp save states, like midway level save which gets erased once you close the game.

  • TRUE PAUSE CONTROLS

    One Feature I know many would love is a True Pause Game/APP feature.
    I.E. User clicks within a zone Paused / User Clicks within another Zone Un Paused.
    Other options as usual. Clicks on Active, Clicks on Backdrop, Mouse Clicks, Links to Counters ( Timed Pause ) etc...

    Most likely would need to be linked to a sub app so the Pause Feature doesn't freeze everything. Just the Main Application. This way, the sub app can also run a menu for items and such.

    If you want a quick & dirty pause, you could use the Dialog Box object which freezes everything except the Dialog Box when it is displayed. However I think you can only unfreeze the app by manually closing the dialog box either by clicking the "X" or by clicking a dialog box button & coding the action to Close dialog box when that button is clicked, and it's Windows only.

  • If you want a quick & dirty pause, you could use the Dialog Box object which freezes everything except the Dialog Box when it is displayed. However I think you can only unfreeze the app by manually closing the dialog box either by clicking the "X" or by clicking a dialog box button & coding the action to Close dialog box when that button is clicked, and it's Windows only.

    Yeah, I have my own ways of Pausing, saving and so forth. What I was saying is if the next release of Fusion 2.5 could have these features as a simple click option.

    I.E. Pause feature
    I.E. Save Feature

    Currently I use an Object for Pausing and un pausing. I link all objects, including the player to the object.

    I.E. Pause Object is facing Right = Game Unpaused
    Pause Object is Facing Left = Game Paused

    All other objects have ( Pause Object is facing Right ) in their lines of code. So if the Pause object is facing right. They can move and do whatever is in the code. When the Pause Object is facing Left, then everything is stopped!
    Although launched Objects still move, which is a bit annoying but I live with it. X)

    Saving I use a List object as Android works well with this object.

    I.E. LIST OBJECT for Player
    Line 1 X position
    Line 2 Y Position
    Line 3 Player Lives
    Line 4 Health
    Line 5 Level Currently on
    Etc

    I just hate having to make a List Object for each object ( Enemy ).
    Plus, using one list object for enemies gets a bit overwhelming to keep track of.

    What I was saying was, it would be great if Fusion had a Save file that was build into the runtime to just freeze the runtime and save the frozen state.
    Which again would work hand in hand with the Pause Feature I was mentioning. Both would work basically the same!

    I.E. Game Save
    Whatever frame the player was on
    Whatever Objects used on frame that where present during save
    Those objects positions
    Player Health
    ETC

    Also, if the background never changes. This could be ignored by fusion for a save.
    Obviously if the background does change. This would be included in the save.

    Edited 6 times, last by VBEinc (January 29, 2023 at 3:29 PM).

  • I am glad someone else brought this up I thought I was the only person having the issue. I reported this 3 years ago here: Please login to see this link..

    In the video I was holding down a single letter and it would change after the first letter to English. I had to use the same solution restarting the PC but it will return after a while.

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