Fusion 3 blog any time soon?

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.
  • F3 only.

    I tried to make a 64-bit package of the Mac editor recently, using the latest version of the Wine framework we used until now, so that the Mac editor can work on recent versions of macOS, but this didn't work, there are issues that prevent a couple of important things (like some exporters) from working, I couldn't find a solution. So we keep supporting the current Mac editor that works on older versions of macOS but for the moment we removed it from the store (as new customers are all using recent versions of macOS) until we can find a solution later.

    Thanks for the reply. I actually tried creating a Wine environment on my Mac on own, but failed to doing so. Then I found that there's a more user friendly package named "CrossOver", which is based on Wine and saves you the trouble setting Wine up from scratch. You probably already familiar with it, though I'm not sure if you even considered re-checking everything on it, as it requires a separate license. I'm just curious whether the issues you mentioned don't work in Wine environment in general, or only in the environment that you tried to set up. I gave CrossOver a try and for most parts found that it works, so I purchase a license for it and now run some Windows applications on it without any problem. I actually planned testing all of your products on it, as I purchased them all a while back (apart from the Mac exporter). I'll do so shortly and update how it went.

    UPDATE:
    Doesn't work well. Only installed the base of 2.5 and already found visual issues in the entire program windows. Unusable and not worth the effort.

  • A 64-bit version of the runtime is planned, we've started working on it. And hopefully the editor after this, but the priority for the moment is the runtime.

    will the SDK be update at the same time?

    E.g., for now return float uses a tricky cast, but as the size of long changes in 64 bit there will be tons of issues, not to say other possible issues about pointer. Existing extensions without source may not compatible with new runtime, even if re-compile to 64bit using source codes, the lib file for symbols also needs to be updated.

    Not only about this, but also the plus features like D3D11 premul alpha is not contained in current SDK you can download from CT website. Later features like load amination is also not included.

  • Yes there will be a SDK. The size of "long" is still the same, what changes is the pointer size, and yes this requires porting existing extensions to 64-bit, and a specific SDK.

    Is that porting something that clickteam can do, or must the original authors do it? Because if it's the latter, most of the authors are probably long gone, so most extensions will unfortunately remain unusable in 64bit

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  • I wonder this myself. There are some really old extension in there that might not be worth porting. Would be nice to have more modern ***official Clickteam*** extensions. Like a new and improved PMO or an updated SteamWorks extensions. With all the porting work Clickteam should have a good sense of what extensions people use the most at this point.

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