Posts by happygreenfrog

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.

    So... I've been forgetting to talk about this series I've been making on here for a while, so why don't I make up for it with an overview trailer of the whole series?

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    I uh... honestly I'd try to use words to explain this but I don't know how to actually explain what I've made here with these games. They're games! You can play them! They're very weird and focused on humor!

    The latest entry is Crusty Skelltuns and can be played here: Please login to see this link.

    The first entry can be found here, and is recommended either after Crusty Skelltuns or before it, depending on if you'd rather play in release order or my recommended order now (which is Crusty -> 1 -> 2 -> 3, if you're curious). Please login to see this link.

    The second game can be found here: Please login to see this link.

    The third game can be found here. I don't recommend viewing the page for it unless you've already played the first two games first though! Please login to see this link.

    Uh, here's a few screenshots, one from each game I suppose!:

    Crusty:

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    1:

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    2:

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    3:

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    If you decide to play the games, I hope you enjoy them!

    Remember when I said soon? Well, later in the same day only a few hours later sure does count as soon! The game is out to play NOW!

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    Have fun, have a nice April Fools' Day, and do note that it is in fact an actual game you can play, the concept is just... well... y'know.

    UPDATE: Now with added trailer!

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    Yes, you read the name right: Quadratic Attack 3D may not technically truly be done yet, but that doesn't mean I can't make another entry of the series!

    COMING SOON! PROBABLY LATER TODAY!

    It's time for less dimensions! It's time for simpler controls than ever before! It's time for yet another pointless retelling of a story already told!

    It's... Quadratic Attack 1D!

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    Here's some screenshots:

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    Hope you all enjoy the game once it's out!

    I agree it wouldn’t be illegal to decompile your own source code. Yet it certainly could be illegal if you intend on using someone else’s intellectual property without permission. Yet it’s a mute point as no decompiler is currently available. Perhaps rather than saying it legal or illegal, perhaps it’s a question of is it ethical?

    That's definitely trickier to answer, though I'd say that it's one of those "case by case" things essentially. Decompiling your own code, or somebody else's given permission, is fair game. 99.99% of other use cases aren't. There are a few very very rare exceptions to this but they're kind of such rare edge cases by comparison to the other two I mentioned to where they're barely worth a mention (the "proving stolen code" thing I mentioned being one such extremely rare edge case).

    What your asking for is to decompile an .exe - as far as I know you can't do it, and shouldn't do it even if you could because it's illegal. If you need to recover your lost .mfa files I'd use something like: Please login to see this link.
    I've been there and done it before when swapping to a new PC. You can recover your files it's just takes a bit of time yet it's worth it. Another tip is to always back up your files using a cloud service.

    It's not illegal actually, but doing it for code that the IP right holder has not given permission for in most cases is. The Final Fantasy 8 remaster was built around reverse-engineering and/or decompilation, since the devs lost the original source code. And they even got a different, external team to do it for them. Because the rights holders had given them permission for that specific purpose. So what the original poster is requesting is not illegal, just...

    ...well, that I know of there isn't any tool currently that can decompile a modern Fusion game, due to decompilation measures being added in to prevent people from stealing code. Which, I should be clear, is a good thing to exist overall, even if inconvenient for this specific use case.

    Most game makers, if not all game makers are concerned with keeping their code and hours of work safe from being ripped off or cloned. If decompling was readily available it wouldn't be very secure; everyones intellectrual property would be available to everyone. Here a previous post that explain it further Please login to see this link.

    Minecraft mods are literally only a thing because of the devs actively letting people decompile its code under specific terms and conditions of what you're then allowed to actually use that code for.
    ....but they made those terms and conditions so people couldn't decompile the code and just do whatever with it in any case. But it does all the same allow decompilation, just with specific terms.

    Also, I just checked the Runtime Agreement, and "reverse engineer" and "decompile" don't show up anywhere in it. Clickteam Fusion 2.5's license agreement, however, prohibits reverse engineering Clickteam Fusion 2.5 itself, which is what the person who made that thread was probably thinking of.

    It's also not true that decompilation would inherently make everyone's intellectual property available to everyone. Since it still wouldn't be legal to use it for other people's games without explicitly being given permission to do so from the rights holders, and you could very much get caught and arrested and/or fined for stealing such code. And, interestingly enough, decompilation tools being used on the allegedly stolen code would be one of the easier ways to try to point out the code was stolen to begin with, though you'd probably have to like, get some kind of warrant or something first to do such a thing, since otherwise if the code wasn't stolen, well, that'd make the person making the accusation the ones stealing code now.

    That and it's not like games in other engines are hard to decompile. Actually that's one of the advantages Fusion has, it's kinda harder to decompile games made in it even without the dev first manually using a code obfuscator.
    And yet, thus far, it has not led to this proposed issue of everyone's intellectual property being available to everyone.

    ...all the same though, rambling about inaccuracies about legality aside that frankly aren't even relevant to the core of the answer I have here so much as to set the record straight for the person who started the thread...

    The tl;dr version is, there isn't really a working decompiler for the latest versions of Fusion as far as I'm aware.

    The detections tend to build up over time. Rescan it in a few hours and you may find that a few more scanners are picking it up.
    I scanned something 8 hours ago and rescanned it now. First scan had 4 results, new scan has 5. (Not sharing the link because it's for a game that has yet to be fully properly announced and the EXE name would spoil what it is.)
    This is still an improvement over the last version for sure, especially when using that new option to separate out the EXE and data, but a few scanners still seem to not like this for some reason.

    Best of luck, I can't imagine this is a fun situation for anybody
    This itch.io prototype has a lot of false positives too Please login to see this link.
    I can send the source code too if it helps, though I'd rather not send it unless absolutely necessary and would rather only send it somewhere that only Clickteam can access it. There may not be much code yet, and I'm probably okay with sharing the controls code, but I'd rather people not have the assets I made for it so easily.

    I made a blank EXE a few days ago and uploaded it, and everything seemed fine. Forgot to save the MFA since it was, y'know, a blank EXE.

    Then I rescanned it again and this was the results: Please login to see this link.

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    Please login to see this link.So then, out of curiosity, I made a new one, this time being sure to save the EXE. This was the results: Please login to see this link.

    I bet if I rescan again in a few days, it'll be closer to the first results I got. Here's the MFA and the EXE in a ZIP. Using build 292.27 of CF2.5+ Dev, other settings can be seen in the MFA.

    I haven't messed with both options enough to be sure, but I think color replacing would technically lead to better performance? Then again, I don't know how that really works under the hood, so I could be mistaken. That being said, the performance different would likely be negligible on most modern computers, so unless your game can otherwise run on a low-end computer to begin with, or you're planning to port this to Android/iOS where that also might matter a bit more, I wouldn't worry too much. (Besides, while I could be remembering wrong, from what I recall color replace doesn't even work right on non-Windows platforms, so that might be worth keeping in mind too.)

    "Collision is subpar with it?"

    I mean, it's not perfect, but the physics platform movement... isn't exactly great either.

    Did you make sure to make a separate "detector" object when using the platform movement object? The collisions break badly if the hitbox size changes constantly, and using the same object for both animations and collisions typically does that... however, if you have any other collision-related problems, there may be other tricks to use that can help. For example, the platform movement object doesn't usually, in my experience, like when you try using the detector object for collisions not related to floor collisions, so if you use a second detector object, it goes a long way.

    Really, your only other option is to make your own custom movement, the physics platform movement is inadequate for anything beyond basic customization. Which, mind you, is plenty for some games, just not most of them.

    ...also, you are using the physics platform movement, right...? Not the old, buggy, glitchy one from Multimedia Fusion 2? I sure hope so.

    Okay, so I think I have my suspicions as to what might be going on. I could be mistaken, but could you try finding the folder that CF2.5 is installed in (should be pretty easy to do on Steam iirc), right-click on the EXE, click properties, go to compatibility settings, then from there, click "change DPI settings"? (Click the picture to view it at full size if needed)

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    And then change the settings to this? (Click the picture to view it at full size if needed)
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    Let me know if it works!

    Discsphere is... quite frankly a bit hard to describe, but it's basically a sports video game about area control, dodging around, and, in the single-player mode, defeating bosses.

    I feel like anything I could say here has already been said by the itch.io page, so uh... Please login to see this link.

    idk I might update this first post with more info or screenshots or such at some point.

    Hey, so these forums exist. I need to remember that more often.

    Anyways, Contrary to Popular Belief is a humorous run-and-gun I made for April Fools' Day. Barring the humor, the game also has a mechanic wherein you can basically jump infinitely to effectively fly, a bit like Kirby, which isn't common for the run-and-gun genre. You can find the game on itch.io: Please login to see this link.

    Or over on GameJolt: Please login to see this link.

    Here's some screenshots:
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    Enjoy!

    Ooooooooooh.

    As some people may be well aware (cough anybody who's played pretty much any of my games cough), I've always struggled to implement controller support in my games before. Assuming this works right (given how hard controller support is to get right, I can't blame you guys if it's not perfect at launch TBH), hoo boy, this could very well be one of the improvements I'm looking forwards to the most.

    I think it'll be really neat to have the improved extension capabilities. Almost all extensions being cross-platform by default? Yes please.

    The new way of handling the event list editor also looks like it'll be a vast improvement over the CF2.5/MMF2 event list editor. I may actually use it more often! Actually, I'll probably use it really often if it's as good as it looks like it'll be. :)