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  • I've fully ported my latest game over to Android and it runs great....except for looping music..


    I found this thread and tried what was suggested with using Play and loop sample file, but with no luck. Please login to see this link.


    It shows my music files in the external files in the data elements, getting ready to try to add it to the binary data tab, but is there something I'm missing? The tracks will play once when the event is ran from the sample, but the sample file itself will not.

    Developer/Composer :

    Vamprotector

    Castlevania Chronicles 2 - Simon's Quest

    Castlevania Chronicles 3 - Dracula's Curse

  • i just found a way to do it; in the android settings on the far right, i changed the Force 'Play from disk' value to zero and it works. Now, im trying to figure out how to make the built in fading that works in windows to work in android......guess this means i'll have to add alpha blending code to EVERYTHING fade (provided THAT even works..)

    Developer/Composer :

    Vamprotector

    Castlevania Chronicles 2 - Simon's Quest

    Castlevania Chronicles 3 - Dracula's Curse

  • I think Frame and Layer effects were added recently in Fusion. The old frame Transition stuff was implemented before Direct3D 9 support was even a thing, so I wouldn't rely on it.

    Darkwire Software Lead Programmer (C++ & C#)
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  • I think Frame and Layer effects were added recently in Fusion. The old frame Transition stuff was implemented before Direct3D 9 support was even a thing, so I wouldn't rely on it.

    Thanks Phi! Do you know where i could even start to look into the Frame and Layer effects for this? I don't need the transitions for the frames themselves, but i do some nice "ghost" afterimage effects using the fade transition in active objects.

    Developer/Composer :

    Vamprotector

    Castlevania Chronicles 2 - Simon's Quest

    Castlevania Chronicles 3 - Dracula's Curse

  • Thanks Phi! Do you know where i could even start to look into the Frame and Layer effects for this? I don't need the transitions for the frames themselves, but i do some nice "ghost" afterimage effects using the fade transition in active objects.

    There's three methods of fading out depending on what you want:
    1. Have a Disappearing animation that slowly fades out - this will swap whatever animation image is into the one fading out, though, which may not be what you want
    2. Use alpha blending and maybe an internal flag to ignore them in collisions and such (e.g. on collision + dying flag is false), once an object has "died" and needs to fade out
    3. Swap out the object for one that has same animations, but only job it has is to perish with a slow fade, so you don't have to exclude all the objects with the previously mentioned internal flag, nor lose selected image.

    As far as Frame or Layer, check the properties window after you select Frame in Workspace pane, or click a layer in Layers pane. It'll be under the property group name Effect. If you use an effect, at runtime, dial up the alpha blend to increase transparency, or increase the parameter of the effect's shader if the shader is what you're using to fade it out. Shaders execute in GPU, not CPU, so in theory they should be faster to work with.

    Darkwire Software Lead Programmer (C++ & C#)
    Please login to see this link. | Please login to see this link. | Please login to see this link. | Please login to see this link.

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