Does anyone have any idea about the release time for 296? Thank you.
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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Any chance Fusion 2.5 will support arrays for objects, similar to values, strings, and flags — but with more functionality than the regular Array object, like sorting and searching?
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The Frame Editor has an option called View>Center to bring the camera automatically to the centre of the game area. Could we please get another option called something like View>Top Left or View>Home or View>Reset that centres the camera on X=0,Y=0? This tends to be a very commonly accessed area because around here is where we'll usually place most objects that aren't meant to be seen in frame (extensions, value holders, game objects that don't spawn until later, etc.). If the frame is full of lots of objects, dragging through the frame can get pretty laggy, so it can take quite a few seconds to get back there each time. Being able to jump there with a hotkey would save a lot of time.
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I think this is pretty important bug that i found;
shortly, there are 3 main buttons on the bottom which is default android navigation buttons, when you close the game via 1st button (back button) or 2nd button (main menu button), the game/app terminates/closes well and when we launch the game again everything very well works but when you close via pressing 3rd button (the app list button) and wait there 1-2 seconds and then open the game back, literally the whole touch screen freezes, its not about Multiple Touch ext nor "User clicks with left button" event, just the whole touch screen freezes completely on the app for no reason
i hope this bug will be fixed cuz rlly annoying thingy to happen-Here's vid showing the bug on a notepad app which made with ctf (i also have another game which is experiencing same bug too) : Please login to see this media element.
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Bug: You can run a Foreach Loop for Rich Edit Object, but no Conditional exists to process that Action.
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I think this is pretty important bug that i found;
shortly, there are 3 main buttons on the bottom which is default android navigation buttons, when you close the game via 1st button (back button) or 2nd button (main menu button), the game/app terminates/closes well and when we launch the game again everything very well works but when you close via pressing 3rd button (the app list button) and wait there 1-2 seconds and then open the game back, literally the whole touch screen freezes, its not about Multiple Touch ext nor "User clicks with left button" event, just the whole touch screen freezes completely on the app for no reason
i hope this bug will be fixed cuz rlly annoying thingy to happen-Here's vid showing the bug on a notepad app which made with ctf (i also have another game which is experiencing same bug too) : Please login to see this media element.
You can easely fix this by unchecking "end application when not in foreground".
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You can easely fix this by unchecking "end application when not in foreground".
Then how the music should stop when a person closes app?
Because when i uncheck that, the music doesnt stop when the app is closed
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The Frame Editor has an option called View>Center ...
Not exactly what you're asking for Vol but could be useful.
If you select an object in the frame editor object list and then click center fusion will center on that object
You could have objects at the top of the list that are put in places you'd like to center on and set a hotkey for center -
It would also be great if we could define ONE asset that would become the one on which fusion would center the scene using an icon or a keyboard shortcut (the player sprite mask for example) without having to systematically select it in the editor
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Then how the music should stop when a person closes app?
Because when i uncheck that, the music doesnt stop when the app is closed
The app is not closed when it is in background state, it's paused and sounds are also paused. You can use the Android Plus object to detect when the app return from pause and do your stuff, like reboot the app if you want to simulate a "close". But keep in mind that an app should never be closed when put in background state by an user. Apps must be closed by the user himself, using the true close function from his device.
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The app is not closed when it is in background state, it's paused and sounds are also paused. You can use the Android Plus object to detect when the app return from pause and do your stuff, like reboot the app if you want to simulate a "close". But keep in mind that an app should never be closed when put in background state by an user. Apps must be closed by the user himself, using the true close function from his device.
No, the sounds doesnt pause, the all musics / sounds continuing to play even if its in pause mode as you said
Edit: okai i just needed to uncheck a sound option from app properties works but so buggy sometimes music pauses sometimes not then the game being frozen fully while the music plays when the app returned from pause, i dont prefer this zzz
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In the build 296,we should be able to do this:
In the game engine,we should be able to delete objects on the object list in the frame editor or on the project tree.You know,right click to the object on the object list or on the project tree and click on the delete option.
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No, the sounds doesnt pause, the all musics / sounds continuing to play even if its in pause mode as you said
Edit: okai i just needed to uncheck a sound option from app properties works but so buggy sometimes music pauses sometimes not then the game being frozen fully while the music plays when the app returned from pause, i dont prefer this zzz
I don't know how you made your app but i don't have any issue, i made several games, none have their music being played when in background state.
You must not check "Do not mute samples when application loses focus" unless you've created a music player. -
I think I've found another bug with the qualifiers and collisions.
I am attaching an example file. Steps to reproduce in the example:
1. Run the application
2. Fire a ball by pressing space bar.
3. That ball should stop at a wall if it is not overlapping an enemy qualifier. This works fine as long as the enemy qualifier is present
4. Delete the enemy qualifier by clicking on it with the mouse.
5. Fire the ball again and note that even through the ball is not overlapping the enemy qualifier, the ball does not stop at the wallIs this a bug, or just a limitation with qualifiers?
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this is not a bug
Please login to see this attachment. -
this is not a bug
Please login to see this attachment.Could you expand on that just a bit? Why would line 2 be false when all the group.bad objects are destroyed?
I also just noticed that it does not has to be a qualifier. Same thing happens with regular active objects.
Please login to see this attachment.
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Each line of conditions scopes objects in a narrowing list as it goes down, and the event only executed if each condition resolves true. And a line will resolve false if no objects exist fulfilling that condition. So think of it as, the code is first saying "From the list of currently scoped black circle objects, are there any that are NOT overlapping a group.bad object?" That condition will be false if no black circle objects exist, OR if black circles exist but they're all overlapping group.bad objects. If some exist and are overlapping and some exist and aren't overlapping, the line will resolve true and the list of scoped objects will be narrowed to just the ones not overlapping.
Importantly, the "X is overlapping Y" and "X is NOT overlapping Y" are not logically inverted events. That's where people's expectations often screw up with this, you're not the first. For most conditions, selecting 'negate' will logically invert it, ie turning "X = Y" into "X =/= Y" which will cover a logical NOT condition. That's what you'd expect, but not how it works. It needs there to exist at least one black circle object or the event won't execute.
There are a couple ways you can work around this. You could have a sub-event where you check for collisions (instead of 'not collisions') and set a flag, then use the flag to decide whether to stop movement. Or you can very simply put a single copy of all collision objects somewhere off-screen where it won't matter, so there's always a minimum of one instance of the object.
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I found a bug (which probably already been reported since it’s super easy to trigger?): If you create an object in a behavior, then shift-click to go back to the Frame Editor in a new tab, Fusion crashes every time.
Please login to see this media element.
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Feature Suggestion: Ability to controls String Object's Width and Height.
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Feature request: double-clicking an action in the "Find" pane (when using Control+Shift+F) will directly open the Expression Editor in same way as double-clicking the action in the Event List mode.
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