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.
  • IIRC that's the limitation of D3D.
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    Obviously, it exceeded the limit of DX9, 4096 * 4096.
    The easiest solution is purchase 2.5+, DX11's limitation is 16384 * 16384

  • SO here is something that is bothering me about Fusion Lately.

    If you have a 10,000 x 2,500 Graphic.

    Fusion just says," NO " and doesn't even show the graphic on the computer the app is being created on.
    If it does decide to even try. The app will take a year and a day to load, then lag non stop.

    However, if you cut that big graphic up into 8 pieces. NO PROBLEMS!
    Fusion loads it with ease and it even runs flawless on Android Devices.

    This is normal. GPUs must load graphics into their VRAM, and they all have a maximum texture limit that those graphics are allowed to be. For older graphics cards, that often used to be 1024x1024. I don't know where exactly the tech is up to at the moment, but I'd be surprised if many current AAA games use textures above 4096x4096. I'm almost certain that no AAA game today would use 10,000x10,000 (which would actually be treated by the GPU as 16384*16384 by the way). It might fall within the ceiling of DX11, but that doesn't mean that it'll work on most common hardware. You can find out the actual numbers if you look around wikipedia or tech websites. I remember seeing a list that showed the texture limit for each generation of GPUs somewhere, though I can't remember where exactly it was.

    So yes, you need to get in the habit of dividing up graphics. I probably wouldn't ever go above 2048x2048 per piece. It's probably a good idea to manage this at the source end. For example, if you use Photoshop, you can use artboards and Generator to automatically split and export larger images into chunks.

    You don't need to worry about sticking to power of 2 dimensions when in DX11 mode, since Fusion will fill up the space. For example, if you insert a 2000x2000 graphic, then it will be packaged as a 2048x2048 texture, but Fusion will find some other little graphic(s) in your game to squeeze into the leftover 48x48, to try and not waste the space. Similarly, if you load a 2050x2050 graphic, then it will be packaged into a 4096x4096 graphic (since it won't fit into a 2048x2048 one), with a lot of leftover space (2046x2046). Fusion will squeeze lots of smaller graphics into that leftover space, but it will still result in a 4096x4096 texture, which may crash or lag on various hardware.

    By the way, scaling textures is totally fine and doesn't affect this. You can import a 1000x1000 file and scale it x10, and it will still just be 1000x1000 as far as the GPU is concerned.

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    Edited 2 times, last by Volnaiskra (April 2, 2023 at 10:02 AM).

  • This is normal. GPUs must load graphics into their VRAM, and they all have a maximum texture limit that those graphics are allowed to be. For older graphics cards, that often used to be 1024x1024. I don't know where exactly the tech is up to at the moment, but I'd be surprised if many current AAA games use textures above 4096x4096. I'm almost certain that no AAA game today would use 10,000x10,000 (which would actually be treated by the GPU as 16384*16384 by the way). It might fall within the ceiling of DX11, but that doesn't mean that it'll work on most common hardware. You can find out the actual numbers if you look around wikipedia or tech websites. I remember seeing a list that showed the texture limit for each generation of GPUs somewhere, though I can't remember where exactly it was.

    So yes, you need to get in the habit of dividing up graphics. I probably wouldn't ever go above 2048x2048 per piece. It's probably a good idea to manage this at the source end. For example, if you use Photoshop, you can use artboards and Generator to automatically split and export larger images into chunks.

    You don't need to worry about sticking to power of 2 dimensions when in DX11 mode, since Fusion will fill up the space. For example, if you insert a 2000x2000 graphic, then it will be packaged as a 2048x2048 texture, but Fusion will find some other little graphic(s) in your game to squeeze into the leftover 48x48, to try and not waste the space. Similarly, if you load a 2050x2050 graphic, then it will be packaged into a 4096x4096 graphic (since it won't fit into a 2048x2048 one), with a lot of leftover space (2046x2046). Fusion will squeeze lots of smaller graphics into that leftover space, but it will still result in a 4096x4096 texture, which may crash or lag on various hardware.

    By the way, scaling textures is totally fine and doesn't affect this. You can import a 1000x1000 file and scale it x10, and it will still just be 1000x1000 as far as the GPU is concerned.

    I wonder if it would be possible for Fusion to add a function to list your images that can sort by largest resolution? It already has a function to list the number of images, so maybe something here that can note textures that exceed 1024x1024 or 2048x2048.

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  • Dear All,
    I wanted to add some feedback regarding the latest version.
    I'm very impressed with the new user interface - however the scroll bars should have a higher contrast, as if the scrollbar is small (ie. when the scrollable area is large), then it can be tricky to find.

    This new version of MMF has a strange graphical glitch where, if an object is created with only a "disappearing" animation, then it lingers on the screen for a frame longer than it should, even when the animation speed is set to "100".

    Equally, if you have a timer event within a fast loop, this does not seem to function reliably. If you set your condition to "every 00-20", then the overall rate appears to be the same but it doesn't actually seem to trigger every 20th of a second.

    For the time being, I will have to fall back to v293.

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  • Hello

    Suggestion for possible improvement

    Would it be possible to have a window that shows the view order of the objects and be able to easily change the order from there?
    move objects up or down


    It is difficult to change the order if a large object covers the small ones,

    the solution is to move the large object to access the ones behind it or use the arrange menu, selecting the object previously

    but I think it would be more comfortable to use a window that will display the order of objects on the same layer

    Edited once, last by TonyThunder (April 11, 2023 at 6:36 PM).

  • normally if I'm in that situation, I lock the object which maybe in the road. then you can select anything under it - or lower layer under it too.

  • I have found a bug when exporting toolbar settings to network share:

    If you try to export your toolbar settings and to save the file on a network share drive, Clickteam Fusion gets stuck on eternal loading mouse icon, and there's no way to do anything or even to close the engine. The only way is to kill its task from the Task Manager.

    Exporting and saving the toolbar settings file to a local disk however works and saves instantly.

    In this screenshot I have added a custom toolbar with shortcuts, right-clicked on it and selected Export Settings. Then I tried to save to a network share.

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    Edited 3 times, last by goldeng (April 12, 2023 at 12:23 PM).

  • normally if I'm in that situation, I lock the object which maybe in the road. then you can select anything under it - or lower layer under it too.


    Yes, it is another solution :)

    but if there are many objects involved it is somewhat complicated to put order in the objects.

    I think that the same object window in the frame editor could be used to change the order of the objects. :)

    The object window in the frame editor has options to arrange by No, by name or by type.

    Maybe include by Order View and when you select an object with the right mouse button include the same order menu that appears when you do it in the frame. :)

  • Yves

    I request many times to play Mp4 as cross-platform. I'm a 2D animator and strongly need it.
    Is any chance for port FFMpeg object to Android,iOS? It's open source. I really need it. Thanks in advance

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    Edited once, last by MEHRDAD (April 14, 2023 at 3:09 PM).

  • Sometimes I play around with the built-in movements and find myself thinking what a shame that they don't work!!! They are tightly integrated with the way Fusion handles directions/animations. The bad thing is how bad they handle collisions but with a bit of love and tweaking these movements would actually be usable! Along with a nice allow sliding option so the player can slide off of obstacles would BE AN AMAZING feature!
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  • Sometimes I play around with the built-in movements and find myself thinking what a shame that they don't work!!! They are tightly integrated with the way Fusion handles directions/animations. The bad thing is how bad they handle collisions but with a bit of love and tweaking these movements would actually be usable! Along with a nice allow sliding option so the player can slide off of obstacles would BE AN AMAZING feature!
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    You can do that now in events. Just make it so when the player touches ( I assume ice ) the Deceleration is longer.

  • You can do that now in events. Just make it so when the player touches ( I assume ice ) the Deceleration is longer.

    No. I'm not I'm not talking about that exactly. That's pretty simple physics... I mean sliding automatically along any surface that isn't vertical/horizontal. If you were to take the same approach in a top/down game that you would with slopes in a platformer (using Fastloops) based on Events it would look pretty ugly!! It's not as simple as it seems even if you have the player's hitbox left edge hit the edge of a square, you'd want it to still be able to slide off the bottom edge instead of getting stuck and it also has to slide according to what edge is colliding. It's pretty tricky.

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    Edited once, last by Edel (April 22, 2023 at 8:34 PM).

  • If you had a child event branch, and no activated child events, but in this branch, you also have a group (that's deactivated as well) your application will crash (well more like infinite freeze until crash)
    But you must also have an action in the main event, any action will do.
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    I think what happens is its getting stuck on this event forever, unable to proceed, but it may be something entirely different ofc.

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  • The condition 'Compare two general values AlphaCoef (FROM STRING OBJECT) > 0' does not work, but it does work for active objects. I'm not sure if it has any significance, but I have the 'Allow alterable values for counters and strings' option enabled.


    It works sorry, it's just that it's my tiredness.

  • I'm encountering a bug in my project : each time i want to click on an object in the expression editor, I get a warning "Encountered an improper argument".

    I didn't encountered this bug since my last save. I'm currently unable to retrieve an argument from an object...

    (and the bug occurs in my "old" mfa without having to add or delete any alterable values. To reproduce the bug, I just have to load the mfa, to edit an action with an expression and to click on a qualifier affected to a group of object. An I get the warning)

    Ah OK, yes please send me the MFA. I'll send you a PM. Thanks!


    BenjaminG & Yves : Did you ever get to the bottom of this issue? I've just encountered something similar. I also received an "Encountered an improper argument" message when I tried to click on a Qualifier in the Expression editor. It's only happened with 2 qualifiers that I'd recently been working with (and which were used in conditions and actions of the event I was currently editing). If I save and reload the MFA, everything works again.....though after a while the same problem reoccurred. So far it's only happened twice. Since saving seems to at least partially fix it, I can't really send an MFA.

    It seems like this "....Improper argument" message is quite a rare error message, because when I googled "Clickteam" "Improper argument", BenjaminG's bug report (from Please login to see this link.) was basically the only relevant result that Google could find.

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    Edited once, last by Volnaiskra (May 5, 2023 at 9:53 AM).

  • Hello Volnaiskra, Yes, Yves solved the issue (back in july 2022, so the fix should be in the Last stable release).
    As far as I remember it was a bug in the editor that was not causing project corruption.
    And I didnt encountered this bug since the last build.

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