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.
  • Thanks for the update on steam!

    Very minor discrepency I've noticed with alterable values:
    If you enter a calculation though which would result in a decimal value, the value is converted into an integer, e.g. entering 5/2 gives a result of 2

    but if you enter a decimal value/floating point number in an active object's alt val field in the frame editor, the field continues to display the value as a floating point, though it is treated still as an integer during runtime or once you change focus. (I assume the properties window not supporting floats is intended behaviour since this happened in older versions as well).


    Another small thing with alt vals that also happens in earlier versions: if you change an active object's alterable value in the frame editor and then click on a different editor such as the event editor, the changes to that alterable value are not saved - you have to either press enter or change which object has focus for the changes to save

    Edited once, last by marbenx (July 29, 2023 at 8:37 AM).

  • Another small thing with alt vals that also happens in earlier versions: if you change an active object's alterable value in the frame editor and then click on a different editor such as the event editor, the changes to that alterable value are not saved - you have to either press enter or change which object has focus for the changes to save

    Yes it's a known issue, IIRC I tried to fix it without success in the past, I'll retry.

  • Actually it's a bug, as it was not done intentionally. This is now a feature :)

    Haha. I think I subconsciously suspected this might be the case, which is probably why I felt the need to make the case for why it should stay this way ;D

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  • Hello, since there is a popup when the app crashes, why not add a new "On Crash" condition?

    This would be convenient for cases when we could do something in the already assembled application when the application crashed. For example: When an application crashes, I can create a .txt file in which I will indicate the version of the application, the frame and the line number in which the crash occurred, so that the user can send this file to the developer.

    It would also be useful for such cases to add "Crash line number" to the expression editor so that we can get the line number when the application crashes.

    A problem with this one, is that intercepting crashes is detected by some anti-virus programs as a suspicious feature (especially Windows Defender, as usual). After adding this option we had to sign edrt.exe to avoid false positives. :( And unfortunately we cannot sign the stand-alone runtime, and not all users can sign their apps...


  • Could you post or send a MFA for this one please? EDIT: I've just double-checked the changes in the build 295.4, it's just for sounds or GDPR object, so it's a bit weird...

    So it's not an issue with object count, but the game ignore some of some my events groups (or child events?) for unknow reason... But in b295.3 there is no issue like this.

    Edited once, last by Dobermann (July 29, 2023 at 11:13 AM).

  • This new build fixed the issue I was having with some arrays not loading somehow, may it be related to the group thing pherhaps?
    I still have this issue where game data is not saved, I use an array mainly for that, nothing else, like it loads the file, but doesn't save anything, this didn't occur to me in 294.14, will see if I can reproduce the problem in a separate mfa (This seems to be an Android only bug)

    By the way, admob now acts differently, at least on Android, I still don't know if it is bugged or it's due to some conditions being corrected and my code need to be readjusted for them, but just wanted to mention it, one of these problems is video ads don't work anymore..
    Also good news, it seems like the fix to strings causing a crash with iOS Store object works, the app doesn't seem to crash anymore when requesting IAP data like prices, so thanks for finally fixing this issue :D

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    Edited once, last by Linky (July 29, 2023 at 1:19 PM).

  • I don't know how long ago and from which build this problem actually appeared, but right now, on the latest build 295.5, using a Window Shape Object with the "Active Object" window type significantly reduces FPS.

    Earlier in 2017 or so, there was no such problem.

    I have attached an example to the post for demonstrate the problem.

    Notes:
    - I am using Windows 11;
    - If the display mode is set to "Standard" instead of any "Direct3D", the fps will not decrease;
    - Also FPS is reduced by other types of windows, except for "Rounded Rectangle", although it may also reduce FPS, but not so much;
    - By the way there is one more problem. In the example, there are three Active objects. I have never edited the sprite of Active 1, and it doesn't visible during runtime.


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  • Are you sure there is a decrease of performance noticable that is directly related to Windows Shape object?
    I didn't notice what you describe on Windows 11 so far and switching between Direct3D or Standard shows no difference for me.
    Actually I thought constant fps fluctuation is always happening whenever you move any application window or Fusion 2.5 debugger around.

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

    Edited 16 times, last by Wodjanoi (July 29, 2023 at 6:20 PM).

  • I didn't notice what you describe on Windows 11 so far...


    Wodjanoi, I'm not saying that this is precisely because of Windows 11, but just in case, I clarify.

    Are you sure there is a decrease of performance noticable that is directly related to Windows Shape object?


    Yes. Moreover, in the example that I attached to the post, there is nothing else that can cause a drop in frame rate.

  • There seems to be some kind of bug in the HTML5 runtime. When I tried to compile 2 of my games which previously worked on HTML5, I got these errors:

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    If I compile a completely blank application, then there are no errors. If I add an active object, there are no errors. If I add an event to play a sound, there are no errors. If I add movement and a basic event to stop the object from leaving the play area, then it errors out. It seems pretty random to what causes an error and what doesn't. Although the problems seem to start after adding specific kinds of events.

    Here are the errors that I got when I compiled a simple test application with 8 direction movement and an event to test if the object leaves the play area:

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    I've attached the movement test MFA that I used. If you need my game MFA to test as well, I can send those over PM.

    Test Environment:
    Windows 7 SP1
    Fusion 2.5+ Build 295.5
    Firefox 115.0.3 (64-bit)
    Java JDK 1.8.0_202 (64-bit)


  • Hmm, weird, I'll check. What you can do in the meantime I think, add a fake On Each loop condition somewhere so that the source of this condition is included.

  • On my system there is no difference between an empty example project and your test example.
    If you mean another issue - I actually don't see it and I can only confirm that I don't notice a problem with Windows Shape object.

    Wodjanoi, I'm not saying that this is precisely because of Windows 11, but just in case, I clarify.
    Yes. Moreover, in the example that I attached to the post, there is nothing else that can cause a drop in frame rate.


    I mentioned this for the same reason as you - I clarified that I was testing your example on Windows 11. ;)
    Actually I thought you mean that the FPS go down and fluctuate, when you hold left mouse button on the heading Window or you click on the top area of Debugger repeatedly:
    This behaviour was never a problem for me personally, because I normally don't enable the Heading style for my applications and instead a custom solution to move the window could be can be implemented to avoid this type of FPS fluctuation.

    Yves - I assume you know the exact reason why this behaviour happens in Windows? I thought this is more or less intended/necessary behaviour.

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

    Edited 20 times, last by Wodjanoi (July 29, 2023 at 10:50 PM).

  • This is a great update! I've been looking forward to it for a while :)

    There's an issue related to the Android billing library, though. From August 2nd 2023 onwards, Google requires all newly released apps to use atleast the billing library version 5. It should definitely be updated since it may affect thousands of Fusion Android developers publishing in the Google Play platform.

  • With build 295.5, many of my projects fail to build on Android with this error:

    It's obviously related to sounds, but what exactly? What is the "MAX_SIMUL_SOUN" property responsible for?

  • With build 295.5, many of my projects fail to build on Android with this error:

    It's obviously related to sounds, but what exactly? What is the "MAX_SIMUL_SOUN" property responsible for?

    Minimum android version can't go older than 5.0 or you will get errors, make sure target is 13, newest API and minimum 5.0

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