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.
  • Would it be possible to remove any number of images, or only an amount that wouldn't disturb the memory margin?


    You could remove any amount, shrinking isn't a problem. It's like having truck-sized space for a vehicle in parking, it's fine if you have something smaller, but if it gets too much bigger you'll be going into someone else's spot.

    Darkwire Software Lead Programmer (C++ & C#)
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  • Would it make sense to integrate a new default parameter row under 'Effects' in Display/layer options -always available for any effect instance- with the purpose to initially define by layer indices to exclude other layers completely
    from being touched by changes of the effect instance + ways to control this per event in Active object and Layer object with "Effect - Exclude Layer(s)" and an additional command to undo effect immunity via expression?

    If this idea causes too much hassle:


    What do you think about the alternate wish to realise the existence of a toggle switch for any effect instance to maximally influence one more Layer below, as an option - to avoid the situation to affect a lot more layers, if
    this isn't necessary - or if you want an effect isolated explicitely only for the next Layer below?

    Currently working on ... [SIGPIC][/SIGPIC] ... a Puzzle Platformer

    Edited 15 times, last by Wodjanoi (July 2, 2023 at 11:53 AM).

  • Hey, so it's probably a common and known issue by now, but would fixing RTL languages displaying improperly be too hard for DX11? it looks fine on other display modes like DX9, but not DX11.

    Game/App developer, artist and a community contributor.
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  • BUG with animation display list.
    When you delete a custom animation; eg past animation number 12, it will not be shown (as in look deleted) when you have the SHOW ALL unticked.
    Ticking the SHOW ALL, will show the animation still exists (with no images), and still takes up the animation number slot. so further animations dont all go up a position.

    eg; delete animation number 16
    it will still show up when SHOW ALL is checked; and anim 17, 18, 19 etc remain as those numbers.

    Is that part be design for some reason? I would have thought after deleting animation number 16, then 17 would slot up to 16 and so on. maybe they dont because 16 still hasnt been deleted.

  • Bug(?)

    I haven't got an MFA to demonstrate this bug because it seems hard to isolate or reproduce it reliably outside of my complex MFA. But is it possible that when you copy and paste an animation sequence in the Animation Editor (by right-clicking on it in the bottom-left section), it doesn't entirely copy all of that animation's data, leaving the target animation somehow different to how it would have been if you instead created the frames manually?

    I've been using the "Load Frame" feature to import PNGs for Active objects at runtime for many different objects. They've all worked fine, except for one, which managed to import only 1 of 8 frames for Animation 15. It imported Frame 0, but did not properly import Frames 1-7 (Fusion instead replaced them with random graphics from other objects in the game). The bug only occurred in certain situations - for example it didn't happen if I imported the files at start of frame, but it did happen if I imported them later.

    Here's the interesting thing though: Animation 15 in this object used to only have 1 frame, but I made it have 8 frames by copying and pasting a different animation (that did have 8 frames) into it. This is the only object that I modified in this way (and it's the only one that had the bug). It's like some part of Fusion didn't fully recognise these new frames, and still treated it as if it had just 1 frame. When I deleted Animation 15 and recreated it, by manually adding 8 frames (instead of copying and pasting from a different sequence), then suddenly the bug seemed to go away and Fusion could properly import all 8 frames.

    But this will make me hesitant to copy/paste sequences from now on.

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    Edited 2 times, last by Volnaiskra (July 9, 2023 at 4:05 AM).

  • I watched the build 295 preview video. All of the fixes are interesting! I can't wait!

    I have a request. I would like to be able to set the instance value of the object by event (e.g. when creating an object).
    Also, please display the instance value of the object in the debugger.
    Is it possible?

    Edited 2 times, last by ASD (July 9, 2023 at 4:57 PM).

  • I'm not sure you can do anything with this info - because it's not something I can recreate in a standalone MFA.

    I have 2 Active Backdrops. Both with four images each and the image is set at the start of the frame.


    1. I built an .apk and everything worked as it should.
    2. I changed something and rebuilt an .apk (something unrelated - like the launcher icon).
    3. Installed the 2nd .apk and Fusion only used one active backdrop and ignored the other. It only used the first active backdrop the game encountered.
    4. There was no difference in the size of the .apks.

    I did notice that I had the same name for both active backdrops, but it's never been a problem before. This is not a new game - just a new build.

    Correct:
    Level 2: Use Active Backdrop 1 - selects one of the four images at start of frame
    Level 3: Use Active Backdrop 2 - selects one of the four images at start of frame

    Error - error is not encountered when running the game from Fusion - only on Android:
    Level 2: Use Active Backdrop 1 - selects one of the four images at start of frame
    Level 3: Use Active Backdrop 1 - selects one of the four images at start of frame (Active Backdrop 1 is not even on that level.) Ignores that there's an Active Backdrop 2

    I've renamed the one active backdrop now so they don't have the same name, and rebuilt the apk. The problem appears to be fixed - but may reappear if I need to build an .apk again.
    Problem is I can't test the app bundles, so no telling what will happen if the app bundle generates this error.

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  • I watched the build 295 preview video. All of the fixes are interesting! I can't wait!

    Yeah, this latest Preview Video for the upcoming Build 295 release was a nice surprise again.
    As usual the Clickteam developers introduced many important and useful fixes and
    at the same time they installed diverse cool and helpful new features.

    Currently working on ... [SIGPIC][/SIGPIC] ... a Puzzle Platformer

    Edited 23 times, last by Wodjanoi (July 13, 2023 at 10:20 PM).

  • Does any of you have this horrible issue where randomly for no reason, when you save or build an app, an object is removed and your whole app is corrupted? This issue is a PAIN!! You can't do anything to prevent it as it happens on saving/building only.

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  • If you run into this problem very often when you work with Fusion 2.5, you should first test for a
    while if you notice a difference after you defined a custom path for the temporary files in the first
    Preferences tab - for example use a folder on an external drive that is always connected to your machine.
    If the issue would be gone after this, it could be a sign that something is specifically messing with your temporary resources on the main system partition.

    Currently working on ... [SIGPIC][/SIGPIC] ... a Puzzle Platformer

    Edited 4 times, last by Wodjanoi (July 10, 2023 at 9:20 PM).

  • Not sure if this is the right thread for feature requests, but would it be possible for there to be an option to still display comments when filtering event lines by object/columns in the event editor?

    Maybe options between
    - hide all comments (what it currently does)
    - hide comments, but continue to display comments directly above a filtered result
    - alway show all comments

    (I know I could use the advanced comment extension, but I like the customisation of colour/background the regular comments have)

    Edited once, last by marbenx: clarity (July 12, 2023 at 8:56 PM).

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