Posts by BackStaged

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Clickteam.

    Ah.. thanks Snail,

    So.. I tryied to make it start (in the scene at Edittime) at X = -25px.
    This simply don't work.

    But.. Curiously, if I give the the width to 30px to Cloud_2 and Cloud_3 (Cloud_1 has 48px of width) ... It work, they are moving (even if not at X = -25px)

    It's then not logic, and a Clickteam Fusion 2.5 bug no ?

    Don't know why.. But this is something of annoying and totally illogic..

    Clickteam Fusion 2.5 Bug is: Position is based on WIDTH...

    >> Right behavior would be: The WIDTH would never interfere with a POSITION and be interpreted as EVENT LOGIC say.


    NO ? If you answer something of like "NO", please, explain me this logic then, if not, I will publish a bug ticket in the associated forum ;)

    Hey, hello Snail,

    well, this must be precised then that the green conditions are ONLY for custom/native movements... because at first 'read logic' it can be tedious to understand because (and then why) it's in the category Position not Movement, also thanks for explanation..

    I then try another way to achieve it, but I just why in my other "test" the left things work only for Cloud_1 and not for Cloud_2 or Cloud_3 ??
    Did you know it ?

    (also thanks for answer! :))

    Hello dear developpers !

    I need your help..

    I made a quick Clouds Move Test within Clickteam Fusion 2.5 (in Steam version). So It's updated to last version.
    (I know already there is plenty of examples of moving clouds for Clickteam Fusion 2.5) but I'am curious and then I created my own methods..)

    But ... As I think my events are ALL logics... This seems not... So.. I don't know really WHY ...

    I submit my project in the hope someone can help me to understand what it not work.. and why..


    Correct Behavior will be:

    --1° If the objects left the frame by the RIGHT side, it will be modifiying their variable named str_FrameLeft to "Yes" (if not, this be set to "No").
    --2° If the objects variables named str_FrameLeft is placed to "Yes", the event logic will replace it to the LEFT side of the frame and then reinitialize a new speed in their variable named int_ActuallySpeed
    (based in random numbers between 1 and 10)


    The problem is:

    --1° My events are just composed of 3 clouds, 3 clouds objects.. which my Events logic will move..
    --2° Only the first one -Cloud_1- object act normally, others twos are buggy: (a) won't move (b) never change their str_FrameLeft variable to "Yes" (always reset to "No")..

    LAST PROBLEM, I WONDER:
    --3° Also, why the event's code logics that I disabled it between block: " [START]--- don't work, why???" and "don't work, why??? ---[STOP]" don't work to move the Cloud_1 objects positions to X-25 when it left the frame by right side of the frame ??
    (Please, explain me, I just want know why this won't work, since I need to understand the logic of WHY it won't work like this), please, I know I disabled it, and this make it ignored in runtime, but, I disabled it because I want show you the code without activate it..


    The code is in the submitted project attached:

    Please login to see this attachment.
    (if this link won't work, try this one instead with password

    Code
    cf2cf2

    : Please login to see this link.)


    Thanks !

    Ok, Hello developpers,

    I want notify the communauty of a possible bug.. (I said: POSSIBLE bug not exactly sure at 100%)

    Ok, a friend of mine purchased on Steam the Clickteam Fusion 2.5 software.

    He finished the Clickteam Fusion 2.5 shipped tutorial (the one with Chocolate Breakers).

    He come to me saying there is 1 sec of lag when he go to Frame 2 from Frame 1.
    So this produce this effect: Ball is already in blocks to break instead from it's START point as designed in Edition Mode of the project).

    After some investigations and workarrounds I can say it is related to "Movement based on timer" checkbox ticked on true on Frame 2.
    (accessible from the Frame properties and then "Runtime options").

    If I uncheck it, ball then start from the START location as designed in Edition Mode of the project...
    If I check it, it ball then start directly through chocolate bricks..

    So... What is it?
    A bug?
    Why it produce this?

    Thanks very much for answers !

    FR:

    Bonjour à toute l'équipe Clickteam,

    j'ai acheté Clickteam Fusion 2.5 sur le magasin en ligne de Clickteam, dès sa sortie (quasiment), puis plus tard, Clickteam a sorti Fusion 2.5 sur Steam... Cela ne m'a pas dérangé dans le sens où les fonctions étaient les mêmes.
    MAIS..
    Depuis quelques mois/semaines, il semblerait que la version Steam est plus étoffée en fonctions de "Communauté"
    Le support du Steam Workshop entre autres, et ça moi j'adorerais aussi en bénéficier,

    serait donc t-il possible d'obtenir un CDKEY pour que je puisses aussi télécharger la version Steam de Clickteam Fusion 2.5 (standard),
    si oui, ce serait super de m'expliquer la procédure..
    Si non, merci de m'expliquer pourquoi (car là, je me sens légèrement limité sans le niveau de visibilité et communautaire que la version Steam pourrait me procurer!)
    si non, merci de m'expliquer aussi la raison du refus.

    Merci de me répondre.


    EN:

    Hello to Clickteam Staff,

    I bought Clickteam Fusion 2.5 on the online clickteam eshop, upon its release (almost), and later, Clickteam has released Fusion 2.5 on Steam ... It did not bother me in the sense that the functions was the same.
    BUT..
    Since some month/weeks, it seems that the Steam version is more features oriented to "Communauty".
    The Steam Workshop support by example, and this is a thing I'd like to have.

    will be possible to get a CDKEY for I can too download the Steam Version of Clickteam Fusion 2.5 (standard),
    if yes, it will be amazing I can be aware of the process.. si oui, ce serait super de m'expliquer la procédure..
    If not, thanks to explain why (because then I feel somewhat limited me without the level of visibility and community that the Steam version could provide me!)
    if not, thank you also explain to me the reason for the refusal.

    Thanks to answer me.

    yes: Même question, j'ai acheté Clickteam Fusion 2.5 sur le magasin en ligne de Clickteam, dès sa sortie (quasiment), puis plus tard, Clickteam a sorti Fusion 2.5 sur Steam... Depuis quelques jours, il semblerait que la version Steam est plus étoffée (Steam Workshop Support entre autres, et ça moi j'adore), serait donc t-il possible d'obtenir un CDKEY pour que je puisses aussi télécharger la version Steam de Clickteam Fusion 2.5 (standard), si oui, ce serait super de m'expliquer la procédure.. Merci. Si non, merci de m'expliquer pourquoi (car là, je me sens légèrement limité sans le niveau de visibilité que Steam pourrait me procurer!)

    Hello à tous!

    Aujourd'hui, c'est Mardi, et comme chaque Mardi.. je fais un peu de MMF2, (bon, maintenant c'est plus du MMF2, mais du CF2.5).

    Bref, dans ClickTeam Fusion 2.5, je cherches à clôner de multiples objets que j'ai au préalable sélectionné sur ma scène..

    Sauf que, le menu "Clôner" est grisé...

    Un CTRL+C & CTRL+V = donne cet effet; Please login to see this link.

    ...

    Donc, je suis bloqué, je comprends pas comment je suis censé faire.

    J'utilise la version Standard de Clickteam Fusion 2.5.

    Merci de m'aider les Clickeurs!

    Same problem here.

    Shopping from Europe Shop since I'm French and still having a 'No existing email adress' error....
    Pfuu.. Was afraid being hacked.. Unless I saw that post... I too sent a Technical support message :)
    (aswell asked for a Fusion 2.5 upgrade !) ^^

    Hope it work quickly... Before the PromoEnd dated on 3 February 2014...

    There is no Third Party extension in The Game Factory (from I know).

    And for your problem Sterling7: I think this is Framerate related.

    For example (indirect tough), I have some problem to read some AVI on my Playstation 3 (it sometimes stop after 1 second of playing or show no image, just sound is read) due to Framerate of the video encoding. On PC I have never this problem. Why? Because Framerate of PC-video players are intelligent; They find framerate and adjust if necessary).

    Hello guys!

    I'm facing to a problem which actually stuck me to that point:

    - For each levels I load a background image (a Surface object) which represent the GAME ZONE (meaning: where ONLY the player can move his character).
    - I have trying to play with Virtual Width and Height for the character can be moved all on the Image surface, but, if the image surface is sized too small than the GAME FRAME APPLICATION, then black borders showed up in fullscreen (with the use of Ultimate FullScreen object and type).
    - NOW I want do that:

    In fullscreen only: be able to simulate Virtual Width/Virtual Height native-effect ONLY on Background image (loaded in a Surface extension). (As it then I'm be able to display an another Background image as Background application and have my Background level image aswell).

    Quick-Schema:


    ----------------------
    Actually I get that:
    ----------------------

    Please login to see this picture.

    1) This zone is the APPLICATION Zone, It is blackbordered in fullscreen.. And as you know no way for redraw in fullscreen that plain black which tend to make the game ugly... I know it is logic since it is the "GAME application blank window").

    2) This zone is the GAME LEVEL Surface Zone, a PNG transparent image loaded in a Surface extension object. It is naturally Virtual Width and Virtual Height enabled since I set the Virtual Size in Width/Height same as the Frame size. So when the player reach the border of the "ORANGE" rectangle then the level extend naturally and the invisible part become visible. The player can only move on the BLUE surface, all GOLD surface is somekind of hole.

    -------------------------
    What I want achieve:
    -------------------------

    Please login to see this picture.

    1) This zone is the APPLICATION Zone, It is now a new independent background image (in a Surface object or other object that can draw image) in fullscreen.. As it I can display a more cool image instead of the common BlackBorders!

    2) This zone is the GAME LEVEL Surface Zone, a PNG transparent image loaded in a Surface extension object. It is now Virtual Width and Virtual Height enabled with events. So when the player reach the border of the "ORANGE" rectangle then the level extend naturally and the invisible part become visible. The player can only move on the BLUE surface, all GOLD surface is somekind of hole.


    Do you have some ideas/tricks and tips to achieve that please ?

    Pour ma part ne plus pouvoir éditer ses posts .. c'est vraiment contraignant dans le cas où l'on veut rafraîchir juste le Post instanciateur quand on a créé un topic pour un projet/extension/tutorial.
    Voilà.. Stupide cette règle.

    J'ai il y a longtemps créé un tutorial sur l'extension .netScript et depuis le passage au nouveau forum, il y a des codes html non interprétés par le nouveau forum qui s'y sont glissé, notemment les &amp; mais aussi <font> <span> et j'en passe
    Cela rend le tutorial tout simplement difficile à lire.. ET dans 80% des cas je supposes que les gens ne poursuivent même pas la lecture...
    J'aimerais donc que SI on a créé un post on puisse l'éditer (au moins pour le POST numéro 1 d'un topic si c'est nous qui en sommes le rédacteur) !

    Un exemple?
    OK : Please login to see this link.

    Voilà, lisez.

    Parce que après faut parfois se rendre aux pages 6 pour obtenir une update fonctionnelle d'une extension en développement OU pour que les gens puissent lire les "addendum" ou "erratum" d'un tutorial..
    Franchement, l'ancien forum Français était plus sympa là dessus.

    Pour les 20 images par post... Oui, en effet, dans le cas d'un tutorial ça peut être contraignant.

    I tend to prefer use Collision Mask and full background image instead Tiles.. Why?
    Because with Tiles work is more intensive.
    (need to dev ArrayMap)

    In the other side, in your case I think Tile-based must be the better solution.. Why?
    Because with Tiles you can easily move one object (tile) in other place.. This thing is less easily doable within a Full background and collision mask where you must redraw the image!


    In your case then, by elimination: Tile-Based.