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.
  • Thank you for the video, it's fixed in the next update.

    That's awesome, thanks.

    There's also another thing with behaviors, but I don't know if it's a bug or just a Fusion 2.5 limitation: If you rename an object that other objects in different frames access through behaviors, the new name doesn’t get updated in those other objects.
    For example: ‘Player’ (Global object checked) is in Frame 1, and ‘Enemy’ is in Frame 2 and has a behavior event that accesses the ‘Player’. Now if I rename ‘Player’ to ‘Peter’, it's still ‘Player’ in the Enemy’s behavior, so the code breaks.
    The Include Frame option is great since you don’t have to copy paste all the objects into every frame - but with this bug you're not allowed to ever rename something.
    Is this fixable in Fusion 2.5?

    • New
    • Official Post

    It's not a quick change, I think, I'll take a look for the build 297.

  • I applied the code changes you suggested, and the crash no longer occurs. Thank you very much.

    However, I’ve now confirmed that if the size of the target Active Picture has been changed, the offset operation behaves abnormally.

    Also, regarding the issue where images without an alpha channel are automatically assigned a transparent color—this is a known behavior, but I would appreciate it if you could take another look and verify it again.

    The URL contains the sample files.
    I’d appreciate it if you could take a look.

    Please login to see this link.

  • I've found a strange collision bug:
    Please login to see this attachment.

    I created a laser that should stop while colliding with background objects, but it pass through the background objects on specific angles only on Windows runtime when the layer is not layer 1.

    Heres' the MFA to reproduce it (remove layer 1 and the bug is gone):

    Please login to see this attachment.

    • New
    • Official Post

    That's awesome, thanks.

    There's also another thing with behaviors, but I don't know if it's a bug or just a Fusion 2.5 limitation: If you rename an object that other objects in different frames access through behaviors, the new name doesn’t get updated in those other objects.
    For example: ‘Player’ (Global object checked) is in Frame 1, and ‘Enemy’ is in Frame 2 and has a behavior event that accesses the ‘Player’. Now if I rename ‘Player’ to ‘Peter’, it's still ‘Player’ in the Enemy’s behavior, so the code breaks.
    The Include Frame option is great since you don’t have to copy paste all the objects into every frame - but with this bug you're not allowed to ever rename something.
    Is this fixable in Fusion 2.5?

    I think it was a bug, the name was not updated in behaviors in frames that don't contain any object with this name, it's now fixed in the build 296 (unless there are other cases I didn't see).

  • There are two issues regarding String objects on iOS.

    - 1st Issue
    On iOS, String objects trigger collision detection even when they are on different layers. The same issue existed on Android as well, but it was fixed in build r295.10.

    - 2nd Issue
    When a String object is set to Vertical(Center), and the text spans multiple lines that exceed the object's vertical height, both Windows and Android display the overflowing text beyond the object's bounds.
    This behavior has been very helpful in practice, as it allows a single, compact String object to accommodate a wide range of text lengths without needing to dynamically resize the object.
    However, on iOS, any text that exceeds the object's height is clipped and not displayed.
    While this might not be considered a bug, I believe this inconsistency across platforms is problematic from a design consistency perspective.
    Since rebuilding everything to conform to iOS’s current behavior would be difficult, I would greatly appreciate it if iOS could adopt the same behavior and allow text to render beyond the object's height.

    Please login to see this link.

    The URL is a link to a small sample file.
    I would greatly appreciate it if these two points could be addressed.

    Please login to see this attachment.

    • New
    • Official Post

    Fixed in build 296.

  • On frame editor when you right click on an object in the object list on the top left part of the screen or only on the list at the left of the frame screen,there should be a "delete" option so we can remove the objects that we can't click on the editor.

  • Any update on the potential fix for the Application Timer bug? (The one where the Fusion EXE stops updating/triggering after running for 24 days straight). That fix is going to be needed sometime around Late-June/Early-July for my game's Servers.

    ~2 blu 4 U too HaNdLe~

  • About GPG extensions, recently google doesnt allows user to upload aab files that has v1 sdk of GPG which is current ctf GPG extension uses. Is there any chance it would be fixed at next 296 build?

    Please login to see this attachment.

    • New
    • Official Post

    Any update on the potential fix for the Application Timer bug? (The one where the Fusion EXE stops updating/triggering after running for 24 days straight). That fix is going to be needed sometime around Late-June/Early-July for my game's Servers.

    In theory this is fixed in the build 296 (in the Windows runtime).

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!