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.
  • I have been asking for a video playback object that works on all platforms for years. But there is no answer at all...

    i think the issue here is licencing. MKV doesnt have a licence fee tho.


    what i'd love to see put in, and its never been a feature is: when the DIRECTIONS edit window appears, and you can click on the dots for directions 0-31,

    {IF} you could hold your mouse button down and mouse pointer was over those dots, it would toggle the direction on or off - so much faster and less tedious.

    - for now, you have to individually click each one... it would be nice to just hold the mouse button down and sweep across the directions you want

    • Official Post

    hey guys, the build 296 is almost completed here, we're just debugging it, so I'm not sure we can add new features at this point (I'll take a look at the option for the layer toolbar perhaps, though I remember I already thought about that and I was not convinced or thought he was not really intuitive - but that was a long time ago, maybe with fresh thoughts I'll change my mind). Here is the current change log from the moment (not complete, some things are still being tested and could / should be included when the new build is released):

    - App properties: the "Unpacked EXE" option (Windows tab) is now selected by default for new applications. Reason: this option is the most appropriate as it avoids most of false positives from some anti-virus programs with unsigned applications.
    - Output window (2.5+ DLC only): this new window displays messages when you build your application, for example warnings about missing objects, effects, actions, conditions, etc. This allows you to avoid always clicking OK in warning message boxes when you build your app, and may give useful information like unresolved group names. Note: 2 new options have been added to the preferences, to allow you to disable this window (and come back to normal warning message boxes) and to automatically display it when you build an application.
    - Main menu: new Tile Vertically command.
    - Preferences: a new option, in the Skin options, allows you to use button bitmaps from previous versions of Fusion (note: not suited for dark skin modes)
    - Frame editor: layer window display refresh is now faster.
    - Frame editor: Copy no longer marks the app as modified.
    - Frame editor: auto-scroll in grid setup edit boxes.
    - Frame editor: when you paste, or drag and drop, a global object that has the same name as a global object in the frame but is different, you now get a message that allows you either to keep the existing object or add a new one with an incremented name.
    - Event editor: missing effects in events are now reported when you load a MFA.
    - Event editor: the "Select group" dialog box now also allows you to enter the name of a group to activate or deactivate. This allows you to (de)activate groups in global events, an included frame or a behavior.
    - Event editor: object icons in the global event editor are now updated from objects in base frame first.
    - Event List editor: when you click an object's icon its properties are displayed in the property window.
    - Event List editor: for a better readability, "Insert your new action" lines are now hidden for parent events without actions. A new "Add a new action" entry in the condition popup menu allows you to add new actions to these events.
    - Expression editor: lists of expressions from extensions are now cached, to fix lags with the DarkScript object.
    - Extension Manager: some extensions were incorrectly displayed as outdated, it's probably not 100% fixed but should be much better.
    - Picture editor: import in box mode didn't work for images with alpha channel if the pixels outside the boxes are not transparent.
    - Data Element editor: when you update the name of a sound, this name was not updated in global events.
    - Properties: incorrect menu entry height in menu editor.
    - Properties: a rare crash has been fixed.
    - Properties: application not marked as modified after changing frame effect.
    - Properties: leading and ending spaces in HTML5 project name and pathname are now automatically removed as they cause build issues.
    - Build: building apps with behaviors is faster.
    - Build: deadlock when building frames that include each other.
    - Build: the build format has been slightly optimized (slightly better performance with loops and smaller apps).
    - Build: fixed a couple of possible issues when files are larger than 4 Gb.
    - All runtimes: the "Number of Objects" expression is replaced by 0 at build time if the object is not in the frame.
    - Windows runtime: when selecting a mouse movement at runtime, the mouse cursor position was incorrect.
    - Windows runtime: DX9 scaling rounding error in some cases. This was fixed by using a potentially slower DX function, but it doesn't seem to cause any performance issue.
    - Windows runtime: DX11 pressing Alt+Enter could generate a black screen in some cases.
    - Windows runtime: incorrect rounding for Click In Zone condition when used in conjunction with the "Resize display to fit window size" option.
    - Windows runtime: if you set a mouse movement at runtime in some cases the mouse cursor didn't disappear.
    - Windows runtime: incorrect mouse coordinates for stretched sprite sub-apps that don't ignore parent resize options.
    - Windows runtime / Cursor object: now supports images with alpha channel and images with non-black transparent color.
    - Windows runtime: in rare cases with non-Unicode extensions string comparison was incorrect.
    - All runtimes: error in Pick Closest Object condition when objects are far away.
    - All runtimes: error in "Number of selected objects" expressions of some extension objects in events with filtered OR conditions.
    - All runtimes: better frame rate handling in physics movements.
    - HTML5 runtime: Advanced Path Movement, bug in FindJourney.
    - iOS/Mac runtimes: bug when ForEach loops are not at the first position of an event.
    - iOS/Android runtimes: GDPR Object, now global, uses the latest ADMOB/UMP SDK 2+ for Android and 11.15+ for iOS.
    - Android runtime: updated to use Gradle version 8.4. You need to use API 34 as build API, target Android 14 and use 5.0 as minimum version.
    - Android runtime: crash in some cases in collisions after optimization in build 295.
    - Android runtime: effects are now allowed in frames and layers.
    - Android runtime: WebView2 Object, new action to set as desktop mode.
    - Android runtime: removed use of Play Core libs (already in temporary beta released in the forum).
    - Android runtime: Android Plus object, new expressions to get safe areas on top, bottom, left, and right, read the default country, and new condition to check if expansion is available.
    - Android runtime: GPG Connect, new feature to check for revoked permission or if login is pending.
    - Android runtime: GPG Cloud, new feature allowing it to post a file snapshot.
    - Android runtime: Admob object updated with latest SDK version, removed play core dependencies, and initialization is now done in a separate thread as recommended by Google.
    - Android runtime: Video Android object, now uses foreground service permission to comply with Android 14 target.
    - Android runtime: Active Picture, File, Android Camera objects, now updated to handle target 14+.
    - Android runtime: InApp object, now uses SDK version 6.1.0+.
    - Android runtime: Android Manifest object, added <queries> to manifest, required for Android 10+, handles different intents, and allows an application to interact with another app.
    - Android runtime: Android object, should now detect gamepads correctly.
    - Android runtime: Android Splash Screen object, now tries to draw a full screen when possible.
    - Android runtime: Location object, added a protection to avoid crashes on Android OS 9.
    - Android runtime: new "Enable audio focus" property, allows your app to share sound with others.
    - Android runtime: Screen Zoom object should be faster.

  • [BUG?: Arranged global values/strings aren't sorted]

    I've selected multiple global variables in properties and performed sorting from the right click menu, but the variables aren't sorted. In object variables, sorting is performed successfully. Is this a bug?

  • (I'll take a look at the option for the layer toolbar perhaps, though I remember I already thought about that and I was not convinced or thought he was not really intuitive - but that was a long time ago, maybe with fresh thoughts I'll change my mind).

    I really hope you do change your mind. This is probably one of my most wished for improvements. I think the way it is at the moment is unintuitive actually, as it's not how most other programs work. I also don't really see the benefit in forbidding the user to hide the currently selected layer. If the user wants to hide a layer, why disallow him from doing it?

    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.

  • Hi,
    I'm trying to create an ios app.
    However, I am having an issue where an error occurs in the xcode emulator.

    As a test, I created a project with the following content:
    ・1 frame
    ・Only one active object was placed.
    The active object uses the image that is already included.
    No images I own are used.

    I take the project I created and transfer it to my mac and open it in xcode.
    I ran "start the active scheme".
    The build was successful.
    But on the simulator I get an error.
    (Error screen will be uploaded)
    I haven't changed any settings in xcode.

    I run "Stop the running scheme or application".
    Next, run the app in question from the simulator screen.
    Then I get the message "The program terminated unexpectedly."
     Exception Type :EXC_BAD_ACCESS(SIGBUS)
     Exception SubType:KERN_PROTECTION_FAILURE
    This is part of the message provided.
    If you need any other information I can let you know.
    When I looked up the error EXC_BAD_ACCESS (SIGBUS) on the Internet,
    I found that it occurs when trying to write to read-only memory.

    I tried creating a different project.
    One frame and one active object.
    Up to this point, it's the same.
    Uncheck create at start for active objects.
    This will result in a project that has no objects at all at run time.
    In this case, the above error will not occur.

    My execution environment
     macmini 2023(Apple M2)
     xcode 15.4
     macos Sonoma14.6
     clickteamFusion2.5+ developer (Build R295 10)

    would be happy to learn how to solve the problem.Please login to see this attachment.

  • Regarding the problem I encountered, someone in Discord tried it under the same conditions.
    This problem did not occur in his environment.
    I received the xcode project file he created and tried it in my environment, but a problem occurred.

    The only difference between his environment and mine is whether or not we have a mac mini 2023.
    The cf2.5 version, xcode version, and macos version were the same.
    Has anyone confirmed that it works on a macmini 2023?
    Or is the cause elsewhere?:/

  • It is explained in this mfa

    There were some extensions that needed to be installed, which I have not checked, but I think it is probably the correct behavior for Fusion.
    Object events (behavior) are not object-specific events, but are simply appended to the frame event at runtime, unlike the inspector of a typical game engine,
    such as Un*ty, so you can tell at runtime whether an object is in the frame or not.
    The object's presence in the frame is not taken into account at runtime.

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