Posts by salamanderpants

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.

    I want to change the background color that is shown before anything appears to happen. I can only find controls to modify the application background or frame background color. Changing those has no effect on the white background that is seen before the application fully loads. Is it possible to change this? If not, I would like to request this as a new feature. Even if it was set to black by default and still unchangeable, that would be a superior situation, in my opinion.

    To reiterate, here are the settings I'm not talking about:

    Please login to see this attachment.Please login to see this attachment.

    For example, the first thing shown here:

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    Thanks

    Can you please clarify what is the native resolution of the game and what is the resolution of computer A and computer B?

    The ultimate fullscreen object will not scale perfectly to different resolutions unless the computer's resolution divides evenly into the game's native resolution, or you use the integer scaling option (which can leave large leave bars around the game, moreso than usual). Alternatively you can use an antialiasing shader to smooth it out.

    For example, if the game's native resolution is 1280x720 and the computer's current resolution is 1920x1080, pixels will appear uneven because some pixels will need to be larger than others in order to fill the entire screen because 1920 does not divide evenly into 1280 and 1080 does not divide evenly into 720.

    There is also an issue I have encountered with certain computers where text will appear blurry which may also be contributing to your problem. I'm not sure whether this has now been fixed but if not, I don't know how to to fix the text issue other than by using images of text or Please login to see this link. instead of directly using the string objects or other text objects for text display.

    There is no great need to use the ultimate fullscreen object anymore because Fusion now has built in scaling with bars around the game to maintain the correct aspect ratio. Although it suffers the same problem with non integer scaling and does not offer the extra features that ultimate fullscreen has such as integer scaling, but it does have the option of using built in antialiasing to smooth out the image.

    Finally, for performance reasons you may actually prefer to use "true" fullscreen where you set the game in the properties to change resolution. This should give you smoother gameplay.

    Please login to see this link. Using these options you do not need to use the ultimate fullscreen object and the aspect ratio will be preserved and any irregular pixels should be smoothed out.

    can you provide an example on that outrageous claim you just made please?

    Let's look at the possibilities.

    A) The microstuttering has always existed

    B) The microstuttering has never existed, despite the bug reports, and despite the video and documentary evidence, and despite the eyewitness testimony.

    C) The microstuttering only recently appeared, despite bug reports of this problem going back years.

    D) The microstuttering did exist at some stage, but does not exist now, despite Clickteam never reporting having made any fixes to any microstuttering problems, and only recently acknowledging that a problem may even exist, and despite the bug reports, and despite the video and documentary evidence, and despite the eyewitness testimony.

    I know which one I think is outrageous.

    salamanderpants there is a pattern here of you not reading/misunderstanding what people are saying, and then attacking them in some way.

    You say "yet Yves has changed the status of my bug report to "feedback" ". You made that comment, complaining he'd done so, 2 days ago. This is the "feedback" Yves gave 12 days ago

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    There are a couple more things I would like to add.

    Firstly, I do not agree that there is a pattern here of me not reading/misunderstanding what people are saying, and then attacking them in some way.

    To the best of my knowledge, I have read all of the posts in this thread, and your comment which you brought up before:

    Please login to see this picture. Originally Posted by Simon Please login to see this link.
    I still don't know that I can see it fully - I think there is something there, but my gut tells me it's a consequence of pixel based movements.

    I did indeed read. I conceded because after you raised it, I could see how it might imply that you may had possibly personally detected the problem, but it doesn't explicitly say so, and it is certainly not definitive - only that you think something is there, and for some reason you wanted more evidence, which as far as I'm concerned indicated that you were unable to detect the problem yourself. Surely that was a reasonable assumption to make, and not part of some pattern of ignorance or misunderstanding.

    As for Yves' comment, as I explained, I thought he might have added additional information at a later time, and if not, that is the singular example of me overlooking something (that being the end part of his comment). A single example does not a pattern make.

    From your perspective you suggest I have attacked people in some way, but from my perspective I have done no such thing - only pointed out problems. I asked for evidence that I had been rude and or abused anyone and thus far you have failed to provide any.


    Secondly, I hope your assessment of my actions does not mean you are going to dismiss any of my future problems as being caused by ignorance or misunderstanding, as you would be throwing out the baby with the bathwater. I believe I have many valid points to make and you must not dismiss them all just because you disagree with some, or dislike some perceived rudeness.

    Thirdly, have you no response to my complaint about all those years old bug reports sitting there without status updates? Please login to see this link. ..or that you have nothing to say in your defence.

    If using separate frames, I might do it like this:

    In each frame, add these events:

    Note the use of "+" on the final line because the start position global value is negative in this case, which means you must use positive here or you will end up with a positive result. i.e. + plus - = - but - plus - = +.

    It sounds like you are already doing something like this, although this method does not require any extra objects. Another way to do it is by using the same frame but make it appear you are entering a new frame by locking the camera. This is a bit more complicated.

    Update your camera event(s) to restrict the camera to certain bounds for each "scene". I think of a scene as a separate area within the same frame that can have its own properties but shares the same code.

    Eg.

    Quote

    ALWAYS
    SET camera x position to max(player x position, global value "min camera bound"(min(player x position,global value "max camera bound")))

    The "max" and "min" expressions are very helpful here, as they automatically allow you to lock the camera to a certain area but still follow the player.

    If using this method, perhaps you should also create invisible "scene" objects that are triggered when you touch them which automatically set the global values "min camera bound" and "max camera bound". This is a bit like what you were using already but instead of teleporting to another frame when you touch them, you are only updating the existing frame with new camera boundaries through the use of those global values in conjunction with the updated camera event(s). You can use the same principles to control Y camera boundaries as well if your game also scrolls vertically.

    You can use this method to also change other properties of each scene such as the background and music, or just about anything you want. Note that this method does not start with a fresh frame when you move between areas like the first method does, so things like music will keep going unless you say otherwise and all objects will still be in the same place and be doing the same thing as before the scene change unless you say otherwise. But this is actually beneficial once you learn how to control "scenes" as your entire engine code can be in the one frame, which makes debugging and updating code much easier in my opinion. It also avoids any loading times between areas unless you explicitly load something new when you enter a new area.

    Just be aware that if you use this second method and you are building your game in the frame editor, it can become too memory hungry and slow down, so you ought to still split your actual levels into different frames, unless you have learned how to make a level editor in which case you can clear the same frame and load in a new level at the appropriate time, or use a perpetual loading system.

    Wow. Not so good at admitting error there fella! An appropriate response might be "My bad".

    I thought Yves may have updated his comment after I had read it several days ago, once new information/a decision etc. was available to him. If not, I unreservedly apologise for overlooking this vital piece of information. Please be mindful of the fact that you would surely have a better understanding of what is happening behind the scenes than I do, so just because something may be obvious to you, it is not necessarily obvious to everyone.

    The bigger problem for me is the sense I got when the report was changed to "feedback", which in my mind indicates that the report is acknowledged but no specific action was being taken. Although this is at odds with the second part of Yves' comment I suppose. I still think it would be better to set future such reports to "in progress" as that makes far more sense to me and perhaps others.

    Can someone explain to me why changing the Window's Theme wouldn't be relevant to the issue? I feel like since mentioning it, there hasn't been anyone who found interest in that observation I made.


    If changing my theme to Windows Classic removes the stuttering, wouldn't that be an important indication as to what might be causing it? So far, no one else has tried to validate this observation on their end. It makes me feel a bit frustrated.
    Also, If others aren't experiencing any stuttering, perhaps they should check their theme and use a custom one that might be more demanding? I also have another monitor hooked up to my laptop, so perhaps that adds to the Theme processing. Perhaps those who aren't experiencing the stuttering could hook a monitor or two and use a custom theme to see if it introduces stuttering. Maybe even place some documents on each screen to ensure there is processing going on each monitor.

    The high contrast theme makes no difference for me, fwiw.

    salamanderpants there is a pattern here of you not reading/misunderstanding what people are saying, and then attacking them in some way.

    You say "yet Yves has changed the status of my bug report to "feedback" ". You made that comment, complaining he'd done so, 2 days ago. This is the "feedback" Yves gave 12 days ago

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    I already read Yves' comment, although honestly I don't remember the second part and wonder whether he edited it at any stage. Changing the status of the bug report to feedback, I thought this meant they weren't going to do anything much about it. I thought it ought to be set to "in progress". Anyway, it's good to know something is being done about it.

    salamanderpants, I for one at Clickteam want to pass on to you that we are all doing the maximum we can to make the best tool that balances ease of use with functionality. As Simon has said most of those efforts are directed towards getting Fusion 3 to a release state. Reviewing your recent previous posts it seems your experience of us being "largely unresponsive to any of your problems" might be due to the microstuttering issue debated in another thread. It seems to me Simon is actively engaged in attempting to collect as much actual solid data so it can be presented to the team. If in fact that is the thread you are upset about then I would ask you to re-read the entire thread, specifically the parts where Simon is working with everyone to collect said data. Microstuttering, or stuttering in general is not a exclusive Fusion issue either. Heck look at the recent update to Assassin's Creed Origin.

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    If this is not your issue then please PM me with what ever it is. We try to be as open as possible with expression here. I can tell you we are getting to the point where we may begin to moderate more heavily on threads that promote or mention other tools. These forums are owned and operated by Clickteam. We would appreciate the conversation stick to Fusion and how to best use it.

    I will send you a PM.