Lately I've noticed that with the latest update this small problem with active objects has been definitively resolved and I can directly use CTF 2.5 Develop updated. Thank you so much ClickTeam Fusion staff! (But what happened to F3, are you continuing to develop it?).
Posts by daryuss
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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Hi. As I understand it, you would like the frames of the backward walk to be different from those of the forward walk, depending on where the character is looking. This tutorial of mine might be useful to you. It's Ryu with walking forwards and backwards depending on where his target is. (I used the Platform movement object, which if you don't have it installed, you have to do it through the extensions manager).
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Hi.
I recently started re-studying the physics platform movement. I obtained almost all the results I wanted. The only one I could not do is stick the sprites on the platforms that go up and down, which gives problems with the movement and above all with the sliced animations. With the stopped platforms and platforms moving right and left is not a problem because the sprites remains sticked to the platform in a stable way with the default settings. You will rightly ask yourself, why don't you use the platform movement? The platform movement is comfortable for me to use it for fighting games like Street Fighter. For platform games such as Super Mario and Wonder Boy is comfortable for me to use Physics platform movement.
I have already tried by adding an alterable value stick (if physics object is overlapping on the Group.Good set stick 1, when pressing jump button set stick 0 and restore gravity and movement).
Perhaps the right parameters of physical movement should be found.
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@ VBEinc, tobydavis, ineke, Volnaiskra
Thanks so much for the replies!
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I recently installed Clickteam Fusion Developer on Windows 11. Obviously, the first installation asks you to install the missing extensions, when opening the work in progress, such as StringParser.mfx, which is not present in the extension manager. I re-downloaded the MMF2ExtPack1.exe Please login to see this link. but it gives me the following error:
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even if CTF 2.5 DEV is installed correctly.
I no longer have the archive of extensions that I had previously collected.
Is there a link where I can download all at once the complete working package of all the extensions.mfx and all the effects.fx made so far? (Obviously the open source ones, the paid ones I know I have to download from the store).
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Yeeees! Many thanks. You are truly great! And you were also able to rotate it looking at the action point (as I had tried but without success). I will be using it for some top view driving game or making an arcade version of The Last V8!
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It seems that no one can help me. Indeed it seems easy, but it is quite difficult. These are the circular movements invented by the legendary Yoshiki Okamoto to make his games pleasantly playable in the first half of the 80s!
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I recently ventured into this example to create top view driving games with pleasantly playable control.
The machine runs in a circular motion without jerking until it reaches the target direction. And so far I have succeeded.
But for correct orientation, when you press top or down it should be:
- When the car looks to the right: pressing top should make the anti-clockwise circular movement. Pressing down should do the clockwise circular motion.
- When the car looks to the left: pressing top should make the clockwise circular motion. Pressing down should make the anti-clockwise circular motion.I've tried to make the events as simple as possible by dividing the circular section of directions into two parts: directions 0-16 and directions 16-32.
Take example from the circular movement in the center of the screen playing Time Pilot (but in my example the car has to keep rotating until it matches the target direction):
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Download the example Please login to see this link..
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Sorry it's a mistake.
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NaitorStudios: With the new January 2023 update, I solved the small problem with the font I use (press start 2p) set to size "4" for the active object. The only problem is that for each project I have to keep 2 *.mfa applications open: one with directx at 16 million colors, the other with no diectx x at 256 standard colors to copy and paste the text!Please login to see this attachment.
To test, the grid should always be set to 8x8 pixels.
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Hi. I don't know if this is the right thread, but they said I can report this little problem as a bug (the size and alignment of some trutype fonts no longer match due to the latest update of CTF 2.5 and DEV.).
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Many thanks for the advice. I think other classic arcade enthusiasts will have this little problem as well. The developers of CTF 2.5 DEV are quick to patch, so it would cost them nothing to fix it. But I sure think they'll rather spend their time directly on the development code of the upcoming Fusion 3!
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Can you send an mfa?
Please login to see this link. is the simple MFA. To test it is advisable that the active object is always of even-numbered dimensions (for example 128 x 64) and put the hotspot in the lower left at a pixel lower than the last one (example: y65). The grid should be set to 8x-8y pixels originating from x0-y0).
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Hi, thanks.
A solution could be to uninstall and reinstall CTF developer or 2.5 and use it without the update, but I don't think it's the case to do it only for this type of true type font, also because updates are useful. It would be nice to find the setting that renders the character with its original points and alignment. I tried setting the application to 256 colors and standard mode,no DX 8 or 9 (right size was 6-12-24-48 points etc.) -
Hi everybody.
When I used CTF Developer without the latest update, the Please login to see this link. I've always used to build arcade games, setting it to normal style and 6 point size (or 12 point to make it double the size keeping it with the original proportions) always wrote proportionate same as the original and well aligned in the grid set to 8x8 pixels zero origin.
While now, after updating CTF Developer, I can no longer find the right dimensions and always zooms it out by a few pixels.
I tried the dimensions from 0 to 64, but nothing to do.
Someone uses this font and had the same problem (for the text I use the active objects)This is the text proof with clickteam dev not updated
(press start 2p/normal/6 points).
Please login to see this attachment.This is the text test with clickteam updated with the same settings as above.
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... called it just Fusion for being afraid of people getting confused by something like Autodesk Fusion or something.
So idk, it would cause more confusion to change the name now, so it wouldn't hurt just keeping Clickteam but with a smaller font just above Fusion.
The new update is most likely the last big update before they switch focus to F3, but of course it will still receive bugfixes for a year or two, and perhaps a few small features.BTW, I've made this nice logo to customize it on my Steam
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Great logo!
Yes, of course, they gave the name Clickteam F. based on the professional marketing experience they have had over the years. Then, the taste of the name is a personal thing of ordinary users. Anyway, I'm looking forward to the release of C.T. Fusion 3 because we can already see that ordinary users will be easier and creating games will be easier and more enjoyable thanks to the new functions. (Also C.T.F. has always been great for creating all the other genre of no-game utilities, for those who are terrified of Assembler, Visual Basic, C ++ etc ... (honestly myself included)):) -
I saw the trailer for the new version of CLickTeam Fusion which will be released in 2022 or 2023.
It looks great for the new features, especially the fact that you can change the order of the Alterable Values without creating difficult bugs.
I know I'm nobody here, but I would like to make a small suggestion to the Team of administrators.
Why not rename the new version back to "Multimedia" fusion, instead of "ClickTeam" Fusion.
The name "Multimedia Fusion" makes the application look like something more professional! -
NatiorStudios: Thank you for the link
For those who have time to check: the jump key is key 2 (joy) or (ctrl keyb). The shot is key 1 (joy) or shift (keyb), pressed repeatedly happens that the window of the quick access keys appears and you have to remove all the ticks from the windows settings, but so much the shot has less importance.