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.
  • Similar (I assume) bug I've been able to replicate, involving global active objects and behaviours
    1. - Create an active object on Frame 1 and make it global (same name and type)
    2. - Create a new frame in the same application (Frame 2)
    3. - Copy & Paste the global object from Frame 1 to Frame 2
    4. - In Frame 1, add a behaviour to the active object - an empty 'Always' condition with no actions is fine
    5. - Return to Frame 2 and copy and paste the active object - it seems to clone the object instead of duplicating it. It will also rename the global object in the original Frame 1

    If you save, close and reopen before step 5, the issue doesn't happen. This doesn't happen too if you create a new behaviour but don't add any events to it

    Glad you mentioned this because I thought I was loosing my mind. X)

  • I guess this is probably a known limitation, but the debugger has problems displaying named altVals when you reach index 255 or so. If left in their default order, the debugger doesn't show named altVals past Alterable Value IT (index 253). In other words, it doesn't show the final 6 altVals.


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    If you move those lower altVals upwards, Fusion will now correctly display Alterable Value IU (254), but it will replace the name of Alterable Value IV (255) with "Alterable values", and will incorrectly name Alterable Values IW, IX, IY, IZ (it will use the names of the altVals with indexes 0,1,2,3). It still doesn't show the final 6 altVals, no matter what their indexes are.


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    Also, when you reach the final named variable....

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    ....then deselect and reselect the object, the "New" button disappears...........

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    ....This is fine. However, if you now delete any altVals, you are not able to add them back, because there is no "New" button:

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    It's not a big deal because the workaround is simple - just deselect and reselect the object again, and the "New" button will reappear. But maybe it would be better if the "New" button didn't disappear at all? After all, the button is still there the moment after you create Alterable Value IZ and it doesn't cause any problems. It only causes problems once it gets removed.

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  • Hello guys,

    I know that it might have been reported but we cannot rename qualifiers by pressing "F2". if you use "F2" while the qualifier is selected, it zooms the image and doesn't make you rename the qualifier.

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  • Small bug (Picture Editor): When you ctrl-alt-click to fill all colors of all frames of the current direction, then undo, only the current frame is undone; the rest of the frames remain filled with the new color, and can't be undone.

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    Edited once, last by Volnaiskra (March 14, 2023 at 10:58 AM).

  • Hello, this may be a bug in 294.14 : I have a few frames with active backdrops, and buttons to move between frames.
    I noticed that, when moving from one frame to another, there came a point when the displayed frame was not the one expected ( I made sure this was not event-related ) : debug mentioned " frame 4" but frame 1 was shown.
    Now the first frame's zoom was set at 50% in the editor, the others 100 %.
    After setting frame 1 to 100% again, everything was back in order.
    I don't know if that is a coincidence, but I thought I should report it.

    EDIT : it's not due to zoom after all, the bug has happened again.
    EDIT2 :It seems to happen randomly , although what I can say is that it actually displays the right frame.....but the wrong active backdrop !

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    Edited 2 times, last by therickman (March 16, 2023 at 2:05 PM).

  • therickman do you mean an Active object being used as backdrop (for example using Physics - Background movement) or Active Backdrop object?
    Because Active Backdrop is extremely slow (No HWA support), has problems with DX11 (Because it never got updated to work correctly with it) and it brings no benefit other than appearing bellow of regular Actives...
    I don't think it got any updates since 2009, if it did, it was just a bit of compatibility fixes...

    Active objects these days are as efficient as regular Backdrop objects, so there's no problem in using them instead.
    I suggest that you stop using Active Backdrop object because I doubt Clickteam will focus on fixing and improving it at this point.

  • therickman do you mean an Active object being used as backdrop (for example using Physics - Background movement) or Active Backdrop object?
    Because Active Backdrop is extremely slow (No HWA support), has problems with DX11 (Because it never got updated to work correctly with it) and it brings no benefit other than appearing bellow of regular Actives...
    I don't think it got any updates since 2009, if it did, it was just a bit of compatibility fixes...

    Active objects these days are as efficient as regular Backdrop objects, so there's no problem in using them instead.
    I suggest that you stop using Active Backdrop object because I doubt Clickteam will focus on fixing and improving it at this point.

    Thanks a lot Naitor, yes I am using the active backdrop object because I am using some pictures...as backdrops :).
    But now I will use active objects as backdrops, then. Thank you for letting me know about the issue.

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  • Feature Request: Similarly to how there's a View>Center option in the Frame Editor to center the frame, could you please add View>Top Left & View>Bottom Right options (with editable keyboard shortcuts) too? It would make navigating large frames a lot easier, especially since dragging a lot can get laggy if you have many objects in the Frame. I think these options should probably go to the corners of the proper game frame area, not the margins (ie. Top Left would go to 0,0 rather than to -2000,-1000 or whatever). I suppose View>Top Right and View>Bottom Left may be good for completeness too.

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  • on windows runtime the multi touch new touch is not cleared when jumping frame, resulting in a constant frame jump cycle when holding down the button.


    kind of related, i recall something similar occurring with keypress and ctrl-X; not even restoring the control would fix it.
    the work around was put a 0.02" delay at the start of frame, and then begin the events:
    eg. put everything is a group not active, and after 0.02" activate it. i cant remember the file now or the specifics- but that was the general idea of something similar happening.

  • kind of related, i recall something similar occurring with keypress and ctrl-X; not even restoring the control would fix it.
    the work around was put a 0.02" delay at the start of frame, and then begin the events:
    eg. put everything is a group not active, and after 0.02" activate it. i cant remember the file now or the specifics- but that was the general idea of something similar happening.

    Believe me, one of the biggest Issues I have found with Fusion over the years is linking anything to Start of Frame.
    Nowadays I have an event that is " Timer is less then 1 second " + "Run this event once when it loops "
    For years I had issues with saves and button clicks at start of frame.
    Seems as though Fusion likes to skip events on Start of frame.

    I use that first second for a Fade in for Android with a black screen. So, no biggie, but it is still an Issue today with Start of Frame.
    I even made numerous Start of Frames to see if that helped. Nope!

    Edited 2 times, last by VBEinc (March 19, 2023 at 2:48 PM).

  • I've accidentally stumbled upon a Fusion bug which even happens on old builds such as R280.27.

    If you destroy an extension, wait a bit and then get an expression containing parameters from it, the Fusion app crashes with an access violation of 0xC0000005.

    See MFA:

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  • I think the ListView object is either buggy, or the help file is incorrect. Trying to set what the help file is calling the "column" parameter in the expression of the "Set Item" action (Edit >> Set Item) , apparently has no effect whatsoever :/

    EDIT: Nevermind it actually works. The fast loop I was using to index the list view was the inner loop of a nest, & the indexes were getting trashed by the outer loop somehow

    Edited once, last by YesNoYes (March 21, 2023 at 12:44 PM).

  • Please add Positioning by X / Y Coordinate for new Objects Created in game, instead of having to click within the Game to create a position or create from another object already in game.
    Yes, I know there is tons of ways to do this using an Invisible Object, Values or counters. Again, just saying it would be nice to have.
    I.E. Timer Every 1 second - Create Object "Active 1" at 100X 100Y
    Thanks

    Edited 2 times, last by VBEinc (March 21, 2023 at 12:58 PM).

  • Please add Positioning by X / Y Coordinate for new Objects Created in game, instead of having to click within the Game to create a position or create from another object already in game.
    Yes, I know there is tons of ways to do this using an Invisible Object, Values or counters. Again, just saying it would be nice to have.
    I.E. Timer Every 1 second - Create Object "Active 1" at 100X 100Y
    Thanks

    this already is a thing.

  • Please add Positioning by X / Y Coordinate for new Objects Created in game, instead of having to click within the Game to create a position or create from another object already in game.
    Yes, I know there is tons of ways to do this using an Invisible Object, Values or counters. Again, just saying it would be nice to have.
    I.E. Timer Every 1 second - Create Object "Active 1" at 100X 100Y
    Thanks

    This is one of the features introduced in version 294. It's called "Create object at..."


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    Edited once, last by Volnaiskra (March 22, 2023 at 4:55 AM).

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