Any d.e.c.o.m.p.i.l.a.t.i.o.n protection is planned for a future update? I don't know why such an important word is banned here. Can suggestions be written here or is it too late to implement them in the next update?
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.
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.
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- Official Post
You can write suggestions if you want. From time to time the things we change/add prevent d.ecompilers from working correctly but the problem is that the runtime source code is available on some platforms, making it quite easy for thieves to enter the house at some point. We can protect Windows EXE's a bit better though, and the next update will contain such changes. More difficult for Android/iOS.
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i think a "copy" + "paste AT THE END" would be pratical
Since it is possible to include a scene it is easy to do the levels in several scenes and the code in another. it would be very practical to be able to manage scene by scene if by clicking on it in the workspace we open on scene editor or event editor
depuis quil est possible d'inclure une scene il est facile de faire les niveaux dans des scenes et le code dans une autre. il serait tres pratique de pouvoir gerer scene par scene si en cliquant dessus dans l"espace de travail on ouvre sur editeur de scene ou editeur evenement
le bouton "centrer scene" est tres pratique mais un deuxieme bouton "centrer scene" sur lequel on definirait un objet unique comme ca des qu'on clique sur ce bouton, peut importe ou on est et quel actif est selectionner dans la liste, la scene retrouve immediatement cet objet (bien souvent le masque du personnage principal) sans avoir a le retrouver dans la liste avant de cliquer sur le bouton "centrer la scene"
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Another thing, I write a lot of conditions with 2 overlapping background OR overlapping backdrop. It could be useful to have a condition "Would [object] at X, Y overlap a backdrop or an object"
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Just a reminder that we still don't have a working GDPR Consent extension for iOS and Admob requires it since January...
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Yves, I found a weird behavior with the "Would [OBJECT] at X, Y overlap [OBJECT]", when the last "Group.Obstacles" was destroyed, the Condition #2 doesn't works. I join an example in a mfa file.
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I've been using fusion daily for several years and it is missing some important features, and has some stupid limits.
- Built-in camera that can zoom and rotate the frame
- Removing the limit or better control over the frame size limit , (when we set the virtual size we will create an infinite frame but only to the right and down)
- More shaders per object/layer rather than just one
- More built-in action points per object, this is only possible by creating multiple events and could be built-in
- Built-in object linking for easier selection of objects in events (master and slave objects)
This would allow easy implementation (body parts, enemy weapons, etc.).
- Lights 2D, every engine has some method of lighting , it would be nice for fusion to have its own.
- Expanded audio system, 48 channels is quite limited, it would be useful to set the position of the sound (assigning it to the object, to adjust the volume and pan automatically, depending on the distance from the “player” )
More control over the sound through various effects ( reverb, delay, echo, etc.).
Option to remove sound from the project.
When we call a sound by its name, it will not work when the sound was not started normally before. (Bug)Please login to see this attachment. - Increase in the expression limit
Please login to see this attachment.- Changing “Pi” from a static number to an expression such as: Pi
-More control over selected objects when collision or overlap, (separate events for the first and second object)
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Option to remove sound from the project.
To remove sound files from the Data Elements window, delete any actions and conditions which call for that specific sound file and then save. Once you have done that close and reopen your project.
If you removed all references to the sound file from your events, the file will no longer appear in Data Elements.
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This one "should" be in the next update, via a new Activate Group By Name function (not finished, so not 100% sure yet but I hope).
This is pretty cool! I think that would mean groups will have their name stored for this to work.
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To remove sound files from the Data Elements window, delete any actions and conditions which call for that specific sound file and then save. Once you have done that close and reopen your project.
If you removed all references to the sound file from your events, the file will no longer appear in Data Elements.
I know this, but are really such tricks necessary to remove samples? I think the "data elements" tab should be upgraded.
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I've been using fusion daily for several years and it is missing some important features, and has some stupid limits.
- Built-in camera that can zoom and rotate the frameScreen zoom can do this pretty well, but it only works on other runtimes but windows due to using specific rendering features associated with such runtimes
I heard Yves tried hard getting it working on Windows but it proved too complex, but hopefully it's figured out at somepoint- More built-in action points per object, this is only possible by creating multiple events and could be built-in
This needs to be implemented editor side as well, and from what I remember it was mentioned that it's too complex (Multiple action points is perhaps one of the most requested features for a very long time, so if it was feasible it would probably have been implemented already)
A workaround is by having objects attached to the parent object, and for that to work with scaling and rotation well you will have to do some more math (I made an example for that in case you need a reference) another, another workaround is by having multiple directions / frames / animations of the same thing but with different action point coordinates, and in events you would switch between them in a loop, and inside the loop you would attach the the objects
- Built-in object linking for easier selection of objects in events (master and slave objects)
This would allow easy implementation (body parts, enemy weapons, etc.).I think Fusion already has this easy enough? as long as you understand the rules of object selection of of course, and in case you need to make this a bit easier, you can do a custom foreach two loop for linking two objects together (and anything that could use a shortcut in general)
For example, you can run a foreach two named "LinkObjects" on the child and parent, and internally have this foreach two loop set an ID variable of the child to the parent's fixed value, then if you want to Destroy the parent, instead of comparing ID's of the parent and child in the same event where you destroy them, you can run a "Destroy" foreach loop on the parent, and internally have the ID comparison in the actual loop it self
I use this philosophy in many parts in my projects, and it makes things easier and more readable (less error prone too)
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And this for swapping the positions of objects...
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Here is an example that uses this philosophy, you can see how it's mostly calls to stuff that are internally handled, reducing redundancy: Please login to see this attachment.
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- Expanded audio system, 48 channels is quite limited
48 channels means 48 sounds can all play at the same time, how is that limiting?
I can't imagine listening to 20 different samples all playing at the same time, let alone having over 48...And in case the sample contains many elements, can't it be just exported with them combined?
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I didn't write these things out because I don't know how to do it, just because I think it's very simple to do it in fusion, and since it can be done with events, it would probably be easy to implement it as a built-in function.
48 channels is not enough when you make an advanced game, music, ambient sounds, rustle of wind, fire in the distance, steps of 10 npc (10 channels) etc.
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Hello, I am using the "Active Picture" object in my project, but there is one problem, it is that the object's collision zone is only a square with the size of the loaded picture.
I want to request an update of this object, where it will be possible to select a collision like the “Active” object (Collision is everything that is not a transparent color of the picture).
I cannot use the “Active” object for my purpose because if I change the frame in the object in the animation, then this frame changes for all copies of the object.
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- Official Post
This is pretty cool! I think that would mean groups will have their name stored for this to work.
Actually yes, it's how it was implemented in the next build, but to make it simpler there will be just the ability to choose a name in the normal De/Activate Group actions and condition, and this name will be resolved at build time, no new actions or condition. It's a bit less powerful perhaps, but it doesn't need changes on the multiples platforms and in the file format.
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Maybe somebody has already mentioned it, but - is it possible to add any Mediation network for Admob ? Like Facebook or Adcolony ?
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I would really like if the Advanced Path Movement for HTML5 would be fixed. Right now it does not work.
ThreadAdvanced Path Movement (APM) broken in HTML5 ? - SOLVED
Hi all,
I tryed the example regarding the Advanced Path Movement provided in the "Examples" directory of the installation folder of Fusion 2.5+. They all work flawlessy in a Windows application, but sadly they don't work as expected in HTML5.
In particular, the problem arises by using Find Journey. I can't say where the problem is, because in Html5 there's not a debugger.
In the attachment you find the project - sligthly modified because I wanted to test the command Find Journey.
If someone finds…semarMay 13, 2024 at 2:27 PM -
Unsure if this is a bug or user error on my part, but it seems setting an animation sequence by a numerical value isn't working. I've tried a few different methods in the Event Editor groups for this example MFA. I've also tried renaming the animation sequences to a simple number to match to the counter value, but nothing seems to work.
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Unsure if this is a bug or user error on my part, but it seems setting an animation sequence by a numerical value isn't working.
Not a bug. It is 0-based, and built-in animations are always included in the number even if they've got no animation frames. First custom animation is number 12.
So in your example, animation numbers are 0, 12, 13, 14.
Confusingly, the Animation > Current animation value expression returns last set number, even if it wasn't valid and a different animation is being displayed.Don't restore animation sequence like Method 3, as that reverts to previous one you had before you did Change animation sequence action.
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Not a bug. It is 0-based, and built-in animations are always included in the number even if they've got no animation frames. First custom animation is number 12.
So in your example, animation numbers are 0, 12, 13, 14.
Confusingly, the Animation > Current animation value expression returns last set number, even if it wasn't valid and a different animation is being displayed.Don't restore animation sequence like Method 3, as that reverts to previous one you had before you did Change animation sequence action.
Aha, that makes sense. Thanks for the clarification! Unsure why I didn't think that with the animation sequence names being #12, #13, etc.
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Was posting about this on the discord, but there might be some kind of bug with collision events/qualifiers/flags
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Both objects in the frame have "Physics - Static" movement. Flag 0 is OFF for the green object and ON for the purple object - but the collision event seems to affect both even with a condition that checks the flag. (I can work around this by running a foreach loop on the object and testing in the loop instead)
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