Build 295.10 - 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.
  • Loving all of the changes! Just one thing though, I don't think that the new "numeric values can be calculated with expressions" feature for the Properties tab is working, here's what happens if I try to do 300*15 for an alterable variable and hit enter:
    Please login to see this attachment.

    It doesn't seem to work with any kind numerical value for any object in the Properties tab. It also doesn't work with Global Values.

    It works for some things, like X position, Width, and Instance Value. I agree it should also work for AltVals and GlobalVals though.

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

    Edited 2 times, last by Volnaiskra (July 15, 2023 at 2:08 AM).

  • It works for some things, like X position, Width, and Instance Value. I agree it should also work for AltVals and GlobalVals though.

    Oh I see, I wonder why Alt Variables and Global Variables were left out? I don't know why they were left out from being able to use numerical expressions. I hope this can be added if possible, but I am glad we have it for things like the position and width, since I think that's where they'll be most used. I think the feature could be useful for Alt Variables and Global variables too though. Maybe they were left out on accident?

  • I feel like this was suggested lot of times already, but wanted to bring it back in case it's now possible and to mention some stuff that may have not been said before.
    Functions would be an amazing feature to add into Fusion, If there would litterary be an update that adds one features, I would be perfectly happy with functions

    In fusion, to do functions, you either emulate them via loops and fake parameters (just values) or use a function object, there are many extensions out there, but they all have there cons, mainly being windows only, Phi is now working on a new function object called DarkScript, planned to be cross platform and it's great so far with many features, but even when it's fully finished, I will still not be able to use it in all projects where I need to share with the general community that won't be having the extension, so this why built-in functions support (or a new object made by Clickteam) would be the most convienien solution

    I would like functions to be like this:

    • Take multiple parameters, strings and values, refrenced by index and\or name
    • Can run multiple times just like normal fastloops
    • Restors object selection between actions (doesn't break object selection)
    • Optionally remembers object selection data like foreach loops
    • Returns values\strings
    • Can be run inside expressions (would be an amazing feature, it would be like making custom expressions)


    It's probably too late or hard to implement in current Fusion, if so, I hope F3 would have them like this :D

    Game/App developer, artist and a community contributor.
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    It's not clear to me why this very first line/divider element directly under the Window title - only pops up for the Main Toolbar if it's currently the very top row?
    With the recent UI adjustments I thought now the main purpose for this horizontal divider is for the accessibility
    - that it is visually easier to avoid that you accidently open the general window options(of Windows) if you quickly plan to open |View - Toolbars →| per right click.
    In this case it's a bit strange that this divider element disappears when a different Toolbar row maintains the top position, isn't it?



    About feature request - New Layer related mechanic - On/off option for Effects applied to Active objects:

    "For Active objects only - Allow Effect until next lower layer, hide the Effect on any layers further below"

    My revamped explanation -my 1st post on this topic's page 2- could perhaps explain it well enough.

    Do you mean a way to disable the effect in the editor only for each object?

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

    Edited 4 times, last by Wodjanoi (July 15, 2023 at 8:51 PM).

  • Hello !
    Thank you for this great update !

    As you asked for us to test this beta build on non windows platform, I tested on my Android project.
    I have noticed that some sounds seem "cut" (they stop before the end) when the same sound is quickly played multiple times (in my case it is in a menu where you push a button to scroll through items : the sound played when you push the button is sometimes cut if you quickly push the button multiple times).
    But, it also seems that the lags that were occuring very frequently when sounds were played are just gone.
    Did you change the way sounds are played on Android ?
    If it's the case, you fixed the most annoying thing on Android export!

  • Hello !
    Thank you for this great update !

    As you asked for us to test this beta build on non windows platform, I tested on my Android project.
    I have noticed that some sounds seem "cut" (they stop before the end) when the same sound is quickly played multiple times (in my case it is in a menu where you push a button to scroll through items : the sound played when you push the button is sometimes cut if you quickly push the button multiple times).
    But, it also seems that the lags that were occuring very frequently when sounds were played are just gone.
    Did you change the way sounds are played on Android ?
    If it's the case, you fixed the most annoying thing on Android export!

    Yes! Fernando finally fixed it! I've made a lot of tests to help. Surprisingly, the issue of sounds being cut was fixed in the last beta i had to test before b295.x was released to public.

    I've just tested and sound aren't cut in my test project. What is your sound file?

    Edited 3 times, last by Dobermann (July 17, 2023 at 12:30 AM).

  • Hello everyone,

    EDIT: Build 295.2 has been replaced by build 295.3.

    Thanks!

    Just downloaded and Built a few of my Android Games, applications and such again. No Issues!
    Honestly, one of my Biggest Games U.N.E.D. actually ran smoothly with the screen recorder recording.
    Prior build, there where some levels where some lag would hit ever so often with the screen recorder running.
    Runs great now though! Nice Work!


  • It seems that the lags that were occuring very frequently when sounds were played are just gone.
    Did you change the way sounds are played on Android ?

    Yes! Fernando finally fixed it! I've made a lot of tests to help. Surprisingly, the issue of sounds being cut was fixed in the last beta I had to test before b295.x was released to public.

    Dobermann - are your overall Android issue reports in the history of Android Export module also
    over 20 meters long when you scroll downwards? XD

    So you both noticed performance improvements with audio playback?
    Yes! Fernando finally fixed it! - is this a confirmation actually?
    Do you assume this, Dobermann or do you know this with certainty, because Mr. V did confirm it actually?
    Or do you refer to something else completely with your enthusiastic exclamation above ? ;)
    Sorry for the confusion, I simply wonder why an adjustment like this wasn't already listed in the Changelog.

    I have noticed that some sounds seem "cut" (they stop before the end) when the same sound is quickly played multiple times (in my case it is in a menu where you push a button to scroll through items : the sound played when you push the button is sometimes cut if you quickly push the button multiple times).


    About the audio "cut" behaviour - it's most likely your sound files which could be optimized. That's what I mentioned as a possible problem cause in my direct message to you yesterday - or I could imagine something is conflicting with playback/channels or the way button interaction works could be optimized slightly eventually.

    My own extensive Android test session is probably going to start today and I have a lot of test examples to go through, which I especially created to check if any old issues that were already fixed in the past(mostly layer issues, multi-touch behaviour, audio related issues, specific hard to discover floating point miscalculations and so on). I definitely need to try Build 295. with my untested Android 13 devices before final release too.

    I'm happy to take a look at this potential issue as well during my tests (as I mentioned in my PM yesterday).


    ..... Would you be so kind to send me a test .mfa template that is showing the button tap sound "cut" behaviour you mentioned?

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

    Edited 17 times, last by Wodjanoi (July 25, 2023 at 9:34 AM).

  • Dobermann - are your overall Android issue reports in the history of Android Export module also
    over 20 meters long when you scroll downwards? XD

    So you both noticed performance improvements with audio playback?
    Yes! Fernando finally fixed it! - is this a confirmation actually?
    Do you assume this, Dobermann or do you know this with certainty, because Mr. V did confirm it actually?
    Or do you refer to something else completely with your enthusiastic exclamation above ? ;)
    Sorry for the confusion, I simply wonder why an adjustment like this wasn't already listed in the Changelog.

    20 meters long isn't enought... xD

    Yes it is now fixed, i've made 1.000.000 tests to get it to work on all my devices, i don't know why it's not in the changelog while we waited more than 2 years for this, but yes, now playing a sound on Android doesn't drop your framerate.
    Also, SONNE, helped a lot in this by finding what caused the framerate drop. That's why we got a fix only recently. Many thanks to him!

  • Yes! Fernando finally fixed it! I've made a lot of tests to help. Surprisingly, the issue of sounds being cut was fixed in the last beta i had to test before b295.x was released to public.

    I've just tested and sound aren't cut in my test project. What is your sound file?


    Hello, here is the sound file :
    Please login to see this attachment.

    It is a 4kB wav file of 0,15s of duration.
    What is surprising is that this is not the longest/biggest sound file in my game.

    And I can confirm the global improvement on my Android project with this beta! I don't know if it is only due to the sound engine improvement but the framerate is definitively better with this build!

  • Hmm i can't get your sample to play even on PC, but if i use "loop sample" then your sample works. I think it's your sample itself that creates an issue, because of its frequency or duration.

    edit:
    By adding a 1sec silence at the end of your sample, i get it to work on PC. You should give it a try.

    Edited once, last by Dobermann (July 17, 2023 at 7:15 PM).

  • I can confirm the global improvement on my Android project with this beta! I don't know if it is only due to the sound engine improvement but the framerate is definitively better with this build!


    It's great that performance has increased even further. :)

    Actually this information is available in the Changelog, I guess - here:
    - All runtimes: optimizations (note: some of these optimizations are part of the Optimize Events)

    Here is the sound file :
    It is a 4kB wav file of 0,15s of duration.
    What is surprising is that this is not the longest/biggest sound file in my game.


    This is an easy fix! - Add a short fade to silence to the end in the WAV for flawless playing quick transitions.

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

    Edited 10 times, last by Wodjanoi (July 17, 2023 at 8:11 PM).

  • Feature request: Automatic creation of frames in the active object.


    If in the "event editor" of any active object an image is loaded via "Animation->Load Frame" into a frame that is not in the active object itself, it will create it. This will be useful for games that use a skinned system.

    At the moment, in order, for example, to load an image into frame 2 and everything works, it is necessary that this frame already exists in the most active object. I have skins in the game where you can make your own number of animation frames, if, for example, a player wants to make 200 frames for the running animation, then I will have to create 200 animation frames or more in the object itself.

    It will be useful if you make it so that when importing images to a frame that is not in the active object, it will be created and the image would work.

  • If you create one object and in the "event editor" of this active object, the image is loaded via "Animation->Load frame" into frame 1, then if you create a copy of the object via "create object" and load another picture into it in the same frame, then both objects will have the same picture.

    I want to be able to load a picture into the same object frames, and have that picture only apply to one instance of the object, not all.

  • Good day, will the beta release on steam soon? I hope it is as i'm interested in the important fixes (and also the new features) it has to offer, especially the iOS runtime bug fixes :D

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

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