Beta 1 after build 253

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.
  • Hello,

    The first beta after the official release of the build 253 is available.

    Please login to see this link.
    Please login to see this link.

    Note: this installer installs a beta version that is compatible with the XNA and Android beta runtimes (EXE version number = 3.0.253.6), i.e. if you are an XNA or Android tester and you install this beta version you won't lose the ability to build XNA or Android apps.

    Bug fixes and new features

    - Date & Time object : the parameter of the Set count down action was not displayed in the event editor.

    - Build : important change, you can now build applications that contain incompatible objects. The actions of those objects won't have any effect, the events that contain their conditions are removed, and the expressions return either 0 or "".

    - All runtimes : Set animation speed had no effect for objects with a static movement.

    - All runtimes : all the actions and expressions that concern the effects (for objects, layers and frames) are now compatible with all the runtimes, so that you don't get build errors. That doesn't mean they have an effect on all the runtimes, they are simply ignored in the runtimes that don't support them.

    - Non-PC runtimes including Flash : sometimes the object could keep its previous animation direction.

    - Flash : Add, Subtract, Invert, Semi transparency effects are now supported as well as alpha blending and RGB coefficients.

    - Flash : Frame and Layer effects are now supported (shaders are not supported though). Note: in the SWF runtime, each layer actually contains 3 layers, one for the backdrop objects, one for the objects displayed as backdrops and one for the active objects. Unlike the PC version the effects are applied to each of these sub-layers.

    - Flash : crash with Get pixel shader version and Get graphicc mode. They now return 0.

    - Flash / List, Combo Box object : save and load actions now work.

    - Flash / Array object : save action now works.

    - Flash / INI object : now loads INI files stored as binary files in the application.

    - Flash : Resize display to fit window size is now supported

    - Flash / String object : now responds to Set transparency action

    - Flash / List and Combo Box object : "Set current line" doesn't induce a "selection changed" event anymore, like the PC runtime.

    - Flash : pausing an application with the same key as the one chosen for resume had no effect.

    - Flash / Combo Box object : "Is list dropped" condition always returned false.

    - Flash / Sub application object : new bug since build 253, fake key presses could be reported at start of frame.

    - Flash / INI object : spaces before or after a key name made this key unrecognized.

    - Flash : Delete created backdrop at coordinate did not delete a backdrop laying at the exact coordinates.

    - Flash / Date & Time object : the initial value of a count down was ignored.


    Thanks for testing!

    Yves.

  • Thanks for update!
    Now work the ink effects in SWF very nice!

    The Alpha blending and RGB coefficients are not work in Unicode version?
    MMF2 freezed when open event editor and click event line if it use Alpha and RGB actions.

    BTW, the Alpha blending coefficients action not grayed if the display mode is standard. But it doesn't work.
    Why it not grayed?

  • Quote

    The Alpha blending and RGB coefficients are not work in Unicode version?
    MMF2 freezed when open event editor and click event line if it use Alpha and RGB actions.


    Yes, we have to fix this crash.

    Quote

    BTW, the Alpha blending coefficients action not grayed if the display mode is standard. But it doesn't work.
    Why it not grayed?


    I think, they are not grayed if you select SWF as build type (even in standard mode), as they are supported now by the SWF exporter. I'll check it.

  • I think, they are not grayed if you select SWF as build type (even in standard mode), as they are supported now by the SWF exporter. I'll check it.


    No, I selected Stand-alone application.

    You never add ability the alpha blending or semi-transparent and ink effects use at same time in standard mode?

    Edited once, last by ASD (December 7, 2011 at 4:40 PM).

  • - MMF2 and Application will be crashed if use Looki's Flash Fx extension.

    Please login to see this link.

    - Resize display to fit window size option is still grayed. The sub-application not show if this option enabled.

    - All runtimes : all the actions and expressions that concern the effects (for objects, layers and frames) are now compatible with all the runtimes, so that you don't get build errors. That doesn't mean they have an effect on all the runtimes, they are simply ignored in the runtimes that don't support them.


    That means all unsupported actions ignored and do not stop build process?
    But, my game is including unsupported actions, I got errors and build has not done.

    Edited 3 times, last by ASD (December 7, 2011 at 7:58 PM).

  • Thanks for the update it seems great.

    I noticed this fix here and have been wondering something -

    - Flash : crash with Get pixel shader version and Get graphic mode. They now return 0.

    I was wondering if MMF2 could simply just show a different set of events for each runtime as that is for DX effects.

    I guess you leave it there because of some reason like if a mfa is loaded which was originally made with exe runtime and they then switch it to flash it doesn't give errors, but could it not just leave the event and return 0 but then hide or disable the menu item to show it's not available for that runtime.

    Edited once, last by Atom (December 7, 2011 at 7:42 PM).

  • ASD see my post here for the fix -

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    Yves, you are using a older flash player version in the config which breaks a lot of 3rd party extensions. I suggest updating it to a higher version or maybe making the installer ignore the flex-config.xml if it is already installed and more recent so then if it's been modified it won't break it each time someone installs again.

  • That means all unsupported actions ignored and do not stop build process?
    But, my game is including unsupported actions, I got errors and build has not done.


    Nope, I didn't say "all the unsupported actions" will now compile, I said "all the actions that concern the effects".

    EDIT: maybe a future beta will support all the a/c/e as we do now for the unported objects, but that's not sure.


  • Yves, you are using a older flash player version in the config which breaks a lot of 3rd party extensions. I suggest updating it to a higher version or maybe making the installer ignore the flex-config.xml if it is already installed and more recent so then if it's been modified it won't break it each time someone installs again.


    We'll add a new property to allow you to choose the minimum required version, so that people can still build SWF apps for Flash Player 9. I had no time to add it to this version but it's planned.

  • Atom, I tried re-install the Flash Fx and overwrote the flex-config.xml. But, crash bug still not fixed.

    I think this bug might be related this post.
    Please login to see this link.

    Ah ok sorry, i guess it must be some unicode problem. Using the old flex-config would also make it crash however so it's still a good idea to have the more recent version.

    We'll add a new property to allow you to choose the minimum required version, so that people can still build SWF apps for Flash Player 9. I had no time to add it to this version but it's planned.

    Thanks :)

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