Posts by NecroToad

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 guys, I'm experiencing a wierd issue here in 292.2 (both with plus or without plus installed) when using Button Object and Control X.
    Basically if I click on any button and give it focus, Control X becomes incapable of detecting any input from keyboard. I suspect that this issue can happen with other UI controllers that read I/O like Edit Box too.

    Another issue that probably is related to this one, I think, happens with a Dialog Box Object that has an editbox field: If the app has focus on this Edit Box and you change the frame (without closing the Dialog Box), on the next frame every time that you press a key the Windows make some sort of "forbidden sound" like if the Dialog Box was still there and had focus, and this effect also cause Control X to not detect any key input.

    I investigated the first issue but not so much the second one yet, so i'm not so sure about everything, but anyway that's exactly what's happening in Fusion for me right now in both Developer or Plus.
    PS: Obviously I tested and these issues were not happening on previous releases.

    I'm really really happy to see Fusion grow and address some of the most wanted features.
    I used MMF for a long time and switched to Unity a few years ago. After several comparisons I can say that Fusion is already a better software than Unity in a lot of situations. And now that me and my team are back with Fusion, I'm extremely happy to see that Clickteam's team is doing their best to make Fusion grow beyond its limits.

    After buying and testing 2.5+, I have two specific questions:
    1- Will 2.5+ have an .hlsl editor, the same way that .fx has?
    2- Also, I'm really excited to test my game on 2.5+ Dx11 but I can't because I use a lot of custom shaders and while I do know how to code hlsl, I don't know what .fxc are and how to generate it. Could someone just give me a little tip on .fxc files so that I can investigate it for myself?

    Hey guys, i have some good news until Yves don't fix this bug.

    I made a quick fix for this issue, it don't fix all the cases but it's doing a great job in my game. I'm just need get back home and finish some maths until I post it.
    It's not a big thing, but I think it'll do it's job in some situations.

    I'll post it with some examples as soon as it is ready.

    thanks for the reply!

    8|

    i'm a little confuse now. This is what I see when i run the example:

    Please login to see this picture.

    the spot light and orange box semi-transparency is applied to the green diamond too, that's the bug.

    Have you installed the 2 shaders?


    Edit: i'm using MMF2Dev with build 254 and Windows Seven. My graphic card is ATI HD4890.

    Hello,

    I found a problem in the MMF2 Hwa while i'm making a game.

    when you have 2 layers and the front one have some shader applied to it, if some active object in this layer have a blend Coefficient bigger than 0 and it is in front of another object, this intersection area of the layer will have it alpha changed to be just like the blend Coefficient value.

    But, i made some tests and found that if the shader, applied to the layer, multiply the alpha of the float4 input by 2 (or some value around it), the problem not happens!

    Sorry for my bad english. I'm not sure you can understand the problem with this confusing explanation, so I made a example of it!
    There's 2 frames in my example. Each frame have a different shader applied to the front layer, in one frame the problem occurs, in the other one not.

    you will have to download 2 shaders to see the example, because i made some 2 simple shaders to isolate the problem the most that i can.

    thanks.

    Hi Yves,
    I tested my application just a little more and get some informations. Like you sad, in other machines the backdrop are not being replaced. when I compile in exe format, the bug doesn't happen too.
    But in all cases, the backdrops are not being display! It's like they all are invisible.
    The smoothBloom, like other custom shaders in the app, are not necessary to reproduce the bug.

    I will update my build when I get home and post the results

    Hello,
    I'm developing a project several years, and suddenly, something very strange happened.
    When I put on my frame editor some backdrops and run the application, in the runtime the image of backdrops are replaced by the image of a random active object in different frames.

    This image is my editor frame, where I positioned the backdrops of the wall.
    Please login to see this picture.

    This image is the project running.
    Please login to see this picture.

    I tried to run the project without the HWA, and the project worked fine!

    I tried to figure out what was going through some tests and got some clues:

    1- I remove every "add backdrop" or "past backdrop" but and the error still happened.
    2- I deleted the active object whose image was going to the backdrop and the result was that every backdrop wasn't showed
    Please login to see this picture.

    3- after doing step 2, I removed the alpha channel of the backdrop and then, the backdrops without alpha channel worked.
    Please login to see this picture.

    This way, the only way to display the backdrops, was deleting the active object that appeared and removing alpha channel of the backdrops.

    someone has one idea of what is happening?

    Hi Guys,

    I'm developing a shader, but i got a problem!
    In my shader, I generate a float4 texture. I wish I could blur it before apply it to the rest of the shader.

    I've looked at some blur shaders made by the community, but can not use them to solve my problem.

    All the shaders that I saw, take the image of the object and use that image to create different layers and then unite them to generate a blur effect. But it's not my case! I'd like to take the image to create this layers from my float4 texture.

    anyone can help?
    Thanks

    StephenL,

    You are suggesting that I create the Window Control object in the sub-application, and place events in this sub-application that manipulate the size of it, right?
    The problem is that I can not edit the sub-application. I can only edit the mother-application.

    If you're understanding this, imagine that I want to make an ccn application emulator. Now imagine that I would like to switch the display of this application to stretch it to fill the screen, or display it in it original size, or even display it in a custom size. The issue is that I'm doing the emulator, and, so, it is impossible to edit the games that the user will try to run.

    Is someone of Clickteam seeing this post? There's any way to do this? Or is it possible to implement this "resize action" in a future build for MMF2?

    Thanks man,

    I simply can not understand it. If the MMF already has the programming lines that explain how to display the sub-app in the size of the object at runtime (proof of this lies in the fact that the user can modify the size of a sub-application at runtime using the cursor), why not make a option or an object that modify this size. It's not something simple to do?

    I need to do, in my project, that the sub-application is always in the size of the mother-application's window. :S

    The Sub-Application Object has the option to stretch the application to the size of the object. But I want to resize my sub application at runtime. Then I realized that there are no commands to resize the object.
    I tried different ways, such as the Object Resizer, but still could not reach a solution.

    One limitation of my project is that I can only modify the mother-application, so, solutions that requires modifying properties and events of the sub application are not possible. :(

    I do not know if there is a way to do this, but any help is welcome.

    thanks