Edit: Nevermind. I didn't realize you had other posts about it.
Posts by CruddyBuddy
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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Thank you for the tips! Despite current Fusion not being architecturally able to support .svg, I don't see why it couldn't support .webp, since they do have a fixed height and width. .Webp has lots of advantages over jpg and png, being both significantly smaller in average, and supporting the alpha channel. This would really help reduce final build sizes in the current Fusion, so I really hope it gets added in future updates.
Yes, this is especially true now 2 years after you first requested it.
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Brilliant! I've already been able to merge a lot of objects into one central frame! This will save me lots of time. Thank you!!!
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Well, I heard it was in the final steps of polishing it...
There might be other stuff related to other runtimes in the works as well, so that may come either in the first beta or the following ones.Where did you hear that?
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Yeah, they probably announced it a bit too early. I know the feeling X)
I made the mistake of already reorganising my MFA to take advantage of the new new Included Frame feature. So my MFA is in limbo at the moment, with parts of it disorganised and set up for a workflow that's not possible yet .
I was about to do the exact same thing but decided to hold off until the update came out. I'm glad I did, but some of the work I'm doing is going to be a waste anyway when I do end up converting the frames over.
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Since Clickteam are still making significant changes to our favorite software - I'll throw my request in again:
Can we have a toggle to LOCK all toolbars in position? That can't be moved until you unlock them? I'm forever accidentally dragging windows around.
No new requests, please. We just need these already-teased features to come out before giving them more things to do. At this point I'd drop $30 if they made it a DLC right now. Really could use some of the features that already have programmed. I'm not sure if they ran into a big setback but 2 months for a software update tease is a bit long.
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Nope not yet looks pretty complete, could be this month, but when Clickteam doesn't even have an estimate, that's a bad sign.
Yes, I think I would have just preferred to have not known about it. I don't seem to recall an advanced notice when 2.5+ came out, but maybe I just missed it?
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Absolutely love the include frame feature. It will save me countless hours. I'm curious: what happens if a frame includes another frame, which also includes another frame. Will this become Clickception or is there a limit to how many frames can be nested?
Also, I don't suppose we have an idea of when this update will be released?
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Are there plans to be able to load an HEIF image into a running Fusion app or is there an existing extension which can do it?
I would be interested in greatly reducing the size of my game directories by using HEIF instead of jpg and png.
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This one is not maintained and doesn't work any more. There is another onesignal extension that i have made for my own needs. Please login to see this link.
There is a small documentation delivered with it, it's very simple to use. The most difficult I think is the backend.
Thank you for the link. It's priced out of my budget for this non-commercial project, but perhaps if I have a client in the future who needs this feature I can justify the cost.
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Many smartphones kill the apps in the background to reduce ram and energy consumption. The solution for you is to have a backend that checks the db and then sends a push notification to the device. This can be done with the onesignal push extension.
Thanks so much for the reply! Are you talking about this extension: Please login to see this link.
Do you know if it comes with any documentation for setting up?
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Is there any possible way to get a Fusion 2.5 Android app to run in the background, or, is there some workaround to be able to send a notification to an Android device so at least the user knows to open the app?
I have a little app that checks a mysql database every second to see if data has changed. Once it changes, it sends a notification. This works just fine, so long as the Android device is turned on and the app is running. But as soon as the screen turns off the app stops running and it stops checking the database.
If this is 100% impossible though Fusion 2.5, perhaps someone could suggest an alternate option for checking the mysql database every second for a field change?
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Oh, okay, That makes sense.
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Do you use physics objects in your application? If so, there are 2 options (in the Physics Engine object) that may take lot of time, because the physics engine must evaluate contacts between objects:
1. Add backdrop objects to the world: try to reduce the number of colliding backdrop objects.
2. Insert non physical objects in the world: if possible unselect this option and use the "Add object to the world" action of the Physics Engine object to only add the objects that can collide (with other objects, playfield limits, etc) or have physics movements.
Thanks for your reply, Yves! I am not using any physics objects. In my mail frame, from which other sub-apps are running, there are a few backdrop objects which overlap, but there is no movement of those backdrops and no object movement at all in the main frame. The sub-apps do have frames with moving actives and all sorts of other things going on, but the profiler is reporting the 80$ "object handing" is happening in the main frame.
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I have an app which runs multiple sub-apps of other frames within the app. In profiler the events are less than 10% but "Object handing" reports over 80%. I'm trying to learn what exactly "Object handling" means, if there is a way to figure out which objects are causing this high percentage, and if there is a way to optimize these resource-intensive objects.
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By design, the object must be present in the frameeditor for it to be able to exist in your game, so the answer is no, unfortunately.
So I guess I don't need to create object by name. Merely selecting it from the list of objects in each frame works. And I can create an object from another frame IF the create object event is in the main event editor for that frame. However, I cannot do this with a global events, nor a behavior events.
Would anyone know a way around this, or am I stuck copying and pasting the create object events into each frame?
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By design, the object must be present in the frameeditor for it to be able to exist in your game, so the answer is no, unfortunately.
Basically this. I'm pretty sure you need to have a copy of the object present in the target frame to create the object with an event.
If memory usage is your concern, you can try unchecking "create at start", "visible in frame", "save background" in the object properties, but you will have to have another action to make the object reappear again after it's been created.
There used to be a kind of hack on clickteam fusion, where if your game frame has a lot of objects, and you put all your objects in a blank/dummy frame & put it before your main game frame in the storyboard editor (the dummy frame doesn't have to have any events besides a way to jump to the main game frame), it reduces the loading time of the next frame, like somehow it preloads all the objects. As far as I know this only affects frame loading times. I used to use this technique on Android apps as sometimes clickteam-built apps could crash/ANR if they tried to load a frame with a lot of objects.
Well, my main reason for wanting to do this is I have an active object with its own set of behaviors which affect a group of active objects serving as buttons. The events control their location on the screen, when they appear, how they move, everything. So there is no purpose in having them in the frame other than to get called up by event. I have dozens of frames and every time I add a new button I have to go through and make a copy of that button on every frame. I just wanted to have a single frame with all the buttons in it. Since they are global, and there is a "master" object with behaviors present in every frame, I thought there must be some way to create the global objects in an event without needing to cut and paste them into each frame.