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.
  • Can you make audio frequency support on android?
    The audio frequency event just doesn't work on android


    It does work for me, tested on Windows, Android and iOS, so I presume it works on all runtimes
    You sure that you selected the correct channel that the sample was actually playing in?

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  • Doing an add to debugger action now adds the object every single time, even if there's just one instance of it. So in the below example (which references a single-instance object) if you hit F18 twelve times, you'll have twelve identical entries in the debugger. I'm pretty sure that in 294 and earlier you would have only ended up with one entry.


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    I assume that this is the same issue that SirEatAlot reported below (though it's possible that it's different, if Fusion added the object twice without him running the add to debugger action twice)


    I noticed the debugger started showing the same objects twice, never had this happen before so just assuming it has something to do with the new version.

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    Fusion will crash if you try and activate a group that has been deactivated in the editor and is part of a child event:

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    Of course you might ask 'what's the point of trying to activate a deactivated group'? A fair question. But this situation can arise if you want to quickly turn off some code to test the game without it, and you happen to have an "activate group" event somewhere pointing to it (as just happened to me).


    EDIT: It seems to not just be deactivated groups. This situation where groups' contents are deactivated (but not the groups themselves) also causes a crash for me:


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    Edited 5 times, last by Volnaiskra (July 22, 2023 at 11:09 AM).

  • Doing an add to debugger action now adds the object every single time, even if there's just one instance of it. So in the below example (which references a single-instance object) if you hit F18 twelve times, you'll have twelve identical entries in the debugger. I'm pretty sure that in 294 and earlier you would have only ended up with one entry.

    Ah yes thats probably it!

  • Can you make audio frequency support on android?
    The audio frequency event just doesn't work on android

    It does work for me, tested on Windows, Android and iOS, so I presume it works on all runtimes
    You sure that you selected the correct channel that the sample was actually playing in?

    Well, if it wasn't a coding related mistake, I could perhaps imagine that AzazelGames tested set frequency with sample files, but you tested it via play sample/sample on channel, Linky.
    There is a bit of a difference how this works technically behind the scenes with mediaplayer involved for Android.
    Set frequency while playing sample files on the device - this was actually never supported and there were no changelogs released so far that told something else, I believe. I think, in this context the last information was:
    There is no good solution ready yet, which could effectively perform on all devices.

    If this specific set frequency support request for sample files can't be realized soon - for now I could only suggest to use any larger music tracks to play as sample files and always use the play sample option for all sounds or ambient audio effects, as long as you also need these for frequency changes at Runtime.

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

    Edited 3 times, last by Wodjanoi (July 22, 2023 at 7:01 PM).

  • I think an expression to get a given text width\height in pixels would be extremely useful.
    I know that there is already an extension that does this, which is Calculate Text Rect object, but it has so many precision problems like different behavior across different runtimes, for example, on android if the given text ends with spaces, it ignores them resulting in inaccurate width, on windows it goes on adding additional pixels to the width unless there are newlines, height gets more and more imprecise the bigger the font size is, different languages are not calculated correctly, but sometimes on other runtimes they are, it's honesly a mess and requires so many workarounds, some problems can't even be solved with such

    So I think a new expression that calculates the size precisely would be the best option

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  • With iOS exporter, when building a final project, Display Name, version and build are empty. This issue is present since previous version and still unfixed...

    Also, an event should be added to the Game Center connection object, to detect when an user close the game center connection window. Allowing to detect when an user cancel the game center connection.

    Edited once, last by Dobermann (July 23, 2023 at 4:47 PM).

  • Yves, could you possibly provide some feedback - especially for [1] [2] [3]? Thanks.

    The tweaks with appearance/positions & small fixes I suggested for the User Interface Elements of Fusion 2.5 - is this something you will tackle in the future?
    I noticed everything is a bit untidy now in comparison to before Build 294 and a few minor UI related issues should be eventually repaired.

    [1]
    I suggested 2 ideas of an improved version - everything is explained with footage on page 3 in the Build 295 Beta discussion:
    The improved Version A(my image with the violet text), could in theory allow to additionally bring back the vertical and horizontal separation lines which we know from previous Builds
    as an option for a second Version B(my image with the blue text). We should be able to switch between both versions - perhaps a restart of Fusion 2.5 would be required.
    Some people mentioned, they desperately want these special separation lines back for accessibility reasons and are not updating Fusion 2.5 further, because these design elements are no longer available now.

    [2]
    At the same place I asked, if there is something wrong with a specific behaviour of very first line/divider element directly under the Window title.

    [3]
    And one important feature request I had - better explained here again:
    Could you realise an individual on/off property for Effects -at least for each Active object instance with an Effect- to maximally influence one more Layer below?
    - as an option to avoid the situation to visually affect a lot more layers although it's not necessary
    - or if you want an effect isolated explicitely only for the next Layer below
    For each different Active in the Frame -this could be very useful to have at least for Effects applied on Active objects-,
    I imagine there would be a Property available that we could turn ON/OFF and ON causes the Effect of an Active on current layer
    to only maximally affect the next lower layer directly under it - skip all the other layers further below.
    This special feature should support mobile Runtime as well.



    These are other weird little issues I found (currently I tested those only with Build 294.14):

    4)
    A small fix suggestion for Object lists window that I didn't mention yet:
    All the different Object symbols start at the first line 1 px to early (y position where the first row of object symbols begins).
    I noticed this, because the Mouse Over selection box(I use yellow box borders) is cut at the top by 1 px.

    5)
    various issues in Storyboard Editor with Skin font adjustments:
    - it seems specific fonts, for example these fonts: Sylfaen / System / Courier New
    could trigger that the "Password:" option disappears completely (at the location where you also see: No. | Thumbnail | Comments)
    Perhaps you can replicate it:
    Open Fusion 2.5, CTRL + N, click on 1(No. 1), run Skin Editor toolbar, here under Storyboard editor change the Font name to Sylfaen or System for example, then CTRL + B

    - and what's also strange behaviour in this context, when you are already in Storyboard editor, different things will unexpectedly happen when you press CTRL + B again:
    For example set Font name "System"(enter) and then set it to "Sylfaen"(enter), press CTRL + B, then set to Tahoma(enter), press CTRL + B

    - second problem, example: Font names Consolas / Courier / Courier New / Verdana / System / FixedSys:
    The word "Password" often moves too far to the left side with many fonts.
    Perhaps this area could be generally improved like this: Rename "Password :" to the shorter "Pw. :" and then align the 2 text lines
    in a way that the center of both lines is always at the x position where the "fade out transition icon box" ends

    6)
    - also at the same place - Frame size width/height input boxes look a bit strange with higher numbers for most Font names.
    Perhaps there is a way to correctly display at least "xxxxxx by xxxxxx" - and not only "xxxx by xxxx" with smaller fonts in most cases.
    -the dimensions of these input boxes are also weird (somehow they are too large and any numbers you type into those are only partly visible)

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

    Edited 32 times, last by Wodjanoi (July 25, 2023 at 10:12 AM).

  • Yves, could you possibly provide some feedback - especially for [1] [2] [3]? Thanks.

    The tweaks with appearance/positions & small fixes I suggested for the User Interface Elements of Fusion 2.5 - is this something you will tackle in the future?


    We use a UI library and changing the way it draws the interface is perhaps possible but long, I don't know how we can modify the separators, grippers, etc. We fix small issues as the time passes but we are limited in what we can do.

    Quote


    And one important feature request I had - better explained here again:
    Could you realise an individual on/off property for Effects -at least for each Active object instance with an Effect- to maximally influence one more Layer below?


    This is not possible in the current layer system, well it could be done but would badly affect performances and RAM usage. I'll discuss with other people though, just in case I didn't understand correctly what you mean.

    Quote


    These are other weird little issues I found (currently I tested those only with Build 294.14):


    Noted, thanks!

  • Instance string alngside instance values would be useful, as strings can technically hold anything, text, integers, floats, and multiple values can even be achieved by parsing the string.
    Having multiple instance values and strings would be amazing though, but I guess it's hard to implement, if so Instance strings would be a nice addition.

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  • Probably a bit long to do for 2.5.

    I see. I'll take the opportunity to ask, would it be possible to coordinate the Physics - Engine with the framerate?
    I have tried to make a game that uses bullet time, with enemies and items using the physics engine (physics static movement), but when bullet-time is triggered (bullet-time drops the framerate from 60 to 27), everything seems to be in slow motion except for the physics objects that keep falling at the same speed as before (60 fps).
    I also imagine that if the frame drop is unintentional, physical objects would behave the same way, giving a weird look.

  • Hello Yves, I tried to publish my game on the Epic Store: Please login to see this link.

    I went through the entire process, and everything was good. They approved everything, but at the last minute, just when I was about to release it, they prevented me from doing so. The reason was that they realized my game has achievements on Steam, and now they are asking me to implement achievements using their SDK tools in order to release it on the Epic Store.

    I was wondering if there's any chance you guys could release an extension similar to the Steamworks one but for the Epic Store?

  • make it possible to check the text object so that collisions with the text are relative to the printed text, and not along the text object frames
    This would be useful for my project as it has different languages and hovering over the text highlights it

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