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Bit late to the thread. From my experience pretty much everything works fine with proton on steam deck. My game made in ClickTeam is no exception. However i did see a weird performance issue where in game mode FPS would drop to 30 and then get limited to 30 for a while making the game quite unplayable. In the desktop mode the performance is much better for some reason. But i guess that's up to Valve to figure out.
Steamworks extension really should be updated to support not features like steam input, steam inventory, steam remote play and some others.
Ok, with [MENTION=23895]Arian[/MENTION] helping me debug my main MFA he pointed out that my "Event order" was off. Seems like since 2.5+ there were option added that I was not aware of. As well as I had to force "Frame 0" otherwise it would also fail. I feel like this is a somewhat weird behaviour on clickteam enginge side but at least I got it to work the way I needed for now. I guess case dismissed until something else screws up :). Again, thanks [MENTION=23895]Arian[/MENTION].
So it seems like something in my MFA broke down and I am now unable to get object width/height after importing it. Reloading frame fixes it, but its not really a workaround. I have included the striped down version of MFA, Exe, and image to test it on.
This video will explain it the best: [video]Please login to see this link.]
I have tried removing random code bits and it seems like I am unable to fix it. In the example I narrowed it down to 1 steam event, but in my main project removing this one event does not fix it.
Can someone from Dev team assist me on this somehow?
a) "Start of frame"/"On loop" [enable group] to load in the ini and go though every event and at the end [disable group]. b) Remove "OR" from the condition and only use loop (currently using that)
Theoretically could combine both but i dont see a reason for that.
c) Use loop to point towards INI file and at the end point towards file that does not exist. This is a dumb work around but theoretically it works.
None the less, thanks for being here and helping me out
When ini is set to an actual file then the condition actually loads the file to check if the length matches. Loading file so many times causes lag when something rather heavy is performed.
Now no matter about the beginning condition, as soon as the ini file assign action is performed everything slows down.
However once i removed OR performance was back to what it used to be.
So thats why i suggest that the OR forces fusion to actually check every condition in the line.
-- I mean i tried to change Please login to see this picture. To "On button press" and as soon as i pressed button it started laging, so has to be action.
Since as soon as it activated everything started to lag with previous condition set
Please login to see this picture.
With OR (logical) also seems fine.
Please login to see this picture.
I guess that narrows it down to OR actually making fusion to check for every condition in the line, I guess that makes sense now that i think about it.
What happens when you split the event in the video into two events: one event for start of frame, and one for on loop? Do they both still cause lag, or only one of them?
Basically as soon as i point ini object towards the ini file it starts to lag, no matter if its start of frame or later during loop.
Quote
By the way, why do you need check for start of frame OR on loop? Why can't you just check for on loop, and in another event, run that loop on start of frame?
Well yes i assume i could optimize it by removing start of frame with or and just have it done via loop. Gonna try that now and revert back with update soon via edit.
Edit: seems like that actually fixed the issue. Interesting. Well thanks for pointing me in the right direction!
I think that's exactly what happens. After the start of frame, the 2nd condition gets ignored.
It would make sense yes, but then I completely do not understand why following Please login to see this picture. condition causes lag. As "LangSwitch" loop does not even happen on particular frame.
Basically have about 120 conditions that look really similar to above picture. And they causes lag that you can see in the video i posted earlier. If i disable that group of events it is fine.
Thanks for such a quick response, the crash does not really bother me, its just something i found out. However what bothers me is following:
-Start of Frame -Length of ini string is longer then X --Change string to ini value
Then I would assume that after the first "Start of Frame" condition, the line would fail and further condition would not even be looked at. That would be good optimization vise, but I understand that there are some cases where it would make sense to check further events even after first condition fails. Maybe a new addition to "limited condition" where after first condition is failed it would skip the whole line, it would be really useful for optimization.
Still lags even with "[Windows] Read changes from disk".
Edit3:I guess workaround would be to disable the whole group of events after certain period of time.
So i ran into a werid behaviour today. I use INI to retrive different languages, however that have slowed down level selecting that is using array object. While playing around with INI I managed to get a consistant crash. If i delete INI object and then try to read from it, it crashes runtime, example included.
When it comes to lag, I dont really understand why it appears as I only load ini at the start of frame and that is it. Its fine for all of the locations besides level selector frame where i load in preview via array. Sadly i cant post this version here, so if anyone from clickteam wants to look deeper into that issue please let me know.
Video is more or less here: Please login to see this link.
Edit: I found somewhat of a workaround, I can point towards a different ini that does not exist and it stops lagging. But that behaviour sounds still out of place for me.
Have anyone ever managed to get player collision working with lacewing. I am sending player x;y positions, any tips on how to predict collisions so players wont get stuck in each other?
Initial testing, sound works well on my default sound drivers - MSI GS43VR laptop. My speaker 2.1 connected to the Monitor connected to the MiniDisplayport outputting Video and Audio. I will try headsets later and stuff. I will PM you if I found any errors. My gf will playtest the game even further in a day or two.
Game is really good upon couple initial testing of few levels. Really creative If you sell the source on clickstore in the future, maybe many will buy, i would. Thank you
Thanks for the testing, it's highly unlikely that i will opensource this project tho. Also do you have nahimic driver installed? (Was default on my ge73vr)
I’ll have very little dev time the next days, meanwhile you could also download my game‘s demo on Itch.io, it was compiled using the latest version of Fusion. Please login to see this link.
Tried your demo, sound worked well. Maybe my install is somehow broken like you mentioned, ill wait until you and wpd get time to check, and possibly try to reinstall fusion..