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I've found Yves explanation a while back quite enlightening, and I quote:
"Note that most of those false positives are due to their heuristic engines, that detect viruses before they are known and that seem to get more and more complex as the time passes as they can't seem to be able to fix the problems immediately and definitely as before. Heuristic engines analyze what features a program uses (Windows API, etc), try to get virus signatures in the EXE, etc, and calculate a "possible malware score" based on this information, that will decide if they display an alert or not."
For me, after using unpacked .exe option solved 100% of the cases of false positive as of now.
OK, i made some changes in MAC runtime and the file object, please contact me in Discord to organize a small test.
Now this
The new action copy, from file object, will check in embedded file system and make the copy accordingly (only copy action can do this, not the move or merge action)
thanks Fernando. I updated early today in Discord, it's probably my fault but even in build 293 I'm not getting File object to copy from a data folder no matter where the data folder is. I tried to reference data folder with either ../, ./ or just / it won't copy. No matter if data folder is in desktop as well, or anywhere inside the application folder. In one of the options it ask for permission but doesn't copy. Even if application folder and data folder are in desktop there is no way I'm getting the app to copy the file to documents/game folder. Only works if copy from documents to documents. Ideally it should copy that png from inside the app folder, not a data outside the app folder.
If it's not too much work, it would be great if in Data Elements we could include subfolders and its files instead of having to go one by one in the subfolders and select all files. It gets tricky to keep track of what is included and what is not when you have more than 90 folders to include.
Hey Yves I may have found a missing feature of the file object on Mac. The exporter can create a folder, can write and read files but won't copy or move any file.
Notice that in the example below, it will create a "data2" folder but won't perform the copy command.
Yep, there is one in the extension ZIP file that covers user registration, authentication and interaction with a "Game Session" collection.
I'm also working on more fleshed out examples, but the included one covers all of the Actions and Conditions available.
Hi airways, I could not located the example .mfa in either zip (downloaded from clickstore).
I'm looking forward to use this to collect data from playtests, such as a table indicating the level number and some data such as time elapsed, etc. Will this be a good fit? I don't even need player registration etc.
Yes, that's right. It just appears with an arrow. Even if I paste it into a new MFA.
My keyboard is Please login to see this link.. But the crux is actually not how many keys it has, but the fact that it supports QMK, which is a type of firmware that lets you remap any of the keys however you like. So I have a few special keys on it that I've mapped to things like F14, F18, F23, mainly because most programs don't use them and therefore won't reserve or interfere with them.
One of the best things I've done with my keyboard is move the F1-F10 to the numpad, and in their place put keys like "$()./*. When you think about it, the standard keyboard layout is absolutely terrible for programming. Why are the operators - + / * spread out all over the keyboard? And why do you need to press shift for some and not others? Why does frequently-used "+" require shift while rarely-used "=" doesn't? Why is the decimal point so far away from the numbers? And what use is having a numpad if you keep having to move your hands 20cm to reach the frequently-used brackets keys?
So I've rearranged it like this, which makes working in the expression editor much more pleasant. All 4 operators are next to each other. The decimal point is right next to the 0. No shift is necessary for ( ) " or $.
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ahha I was expecting something fancy but that is Fancy with capital F. XD Your looks like XDA or DSA cap profile. I replaced my OEM with Cherry profile, but it's a boring classic white on black With a few lemon green keys hehehe. Awesome setup both hardware and software. Thanks for sharing!
haha the dummy object is a nice touch. I assume you have it on all frames but even if you don't it will appear with that tiny arrow in the lower left corner that indicate the object isn't in the frame but you could drag anyways. Well thought. I've definitely missed the auto hotkey thread. Will be very useful!
Great in depth explanation, thanks a lot. I'm already having some ideas to adapt to my workflow. The sound debugging is very interesting. Never thought about that. I usually send a message to debugger .window (which can certainly be pasted with Ditto+Stream deck).
You mentioned you use F14 key in the auto hotkey thread. Just out of curiosity which keyboard do you use? Mine goes to F12 only.
if I remember correctly you must create a rectangle active and select the water effect where you would select add, none etc in the Effects Properties. Then that object must be over the reflection. The shader will make waves on what is below so it has to be a nice reflection for it to work.
all this assuming the shader is correctly installed.
Sorry to bump this out of the grave but is there a clipboard code for an empty child event?
You can use an auto-hotkey script that will right-click and navigate to the menus using arrow keys to select the child event or use mouse position and click. The script is fairly easy to understand and chatGPT can make it for you. If you look into Vonaiskra photo of his stream deck he does have child event button but must right-click first. Perhaps a combination of right click using Bar Raider and then launching the shortcut for child event?
Ok I was searching the post about Stream Deck so I'm going to bring this post back from the dead to ask Volnaiskra: Has anything changed in your workflow since then? I'm thinking of using Stream Deck with Fusion pairing with auto-hotkey and not sure if I'll find Ditto that much useful. Sure I can paste "always" "loop" and "group" stuff but Fusion already can insert events with a hotkey and I'd have to search for the object I need in any case. From your photo of stream deck it looks like most of the stuff you use Ditto for can be made using BarRaider plugin with StreamDeck without Ditto's aid. Any update is appreciated. I'm using your Productiva skin for years. The colors is really easy on my eyes
thanks so much defisym! Crystal clear now! I've always read Steamworks extension lacked DLC management. I'll keep an eye on your update for Steamworks!
Get back to continue work on this, sorry for the late reply
Does 'In-App purchases' something equal to Please login to see this link.? The purchase is done by web API, which should be covered by Get object. What I can do is return steam ID and game language (done in current version). About the workshop, I'll check this after the upload folder content is implemented.
I'll add achievement & stats first as I'm using both in game and don't want to keep two objects Talking about cloud savings, do you mean the APIs that allow you to upload/modify specific files? As set save file path is enough for most games and it's transparent to game itself (steam will auto syncs it when game is closed).
hi defisym, I was checking the discord and found a message from you, but bringing here to be attached to this post as it might be useful to others
It was asked: "It is possible to make some kind of DLC thing in Clickteam Fusion?"
and you replied "If you publish your game on steam, then dlc is just another application with separate app id & depots. Usually steam will merge dlc contents to main app, and IIRC you can edit build scripts to set overwrite or not when conflicts. You can check if user have this app and enable dlc exclusive contents"
Would you mind elaborating more on this? Doesn't DLC need a verification with Steam API? Let's say I have a game. And want a DLC with more levels to it. The DLC is created and bought. So Steam do download the materials to the same folder as the game and the main game updated, how do I verify if the DLC is acquired if not through the steamworks extension?
You can use expressions if you uncheck the "Include external files" option and manually add these files in the Binary Data tabs in the Data Elements editor. Furthermore this is much more efficient than the "Include extenal files" option, because embedded binary files are usually loaded directly from the EXE, while with the "Include external files" files are extracted top the temp folder when the app starts.
Note that at some point in the future the "Include external files" option will be modified to automatically add binary files and won't extract files at the beginning anymore (if files need to be extracted like video files, either they will be extracted when the object loads the file, or you'll need to extract them manually, for example if you don't want to lose time when the object needs the file). It's in the wish list for a couple of builds but I had no time to do it yet, maybe in the next build. When it's done you'll be able to use expressions for these files.
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thanks Yves, good trick, I'll use that. If I understood correctly every time a build is compiled the files added in Binary Data will be integrated, so I can modify these at will before generating the .exe. That will work for me.
I guess video files are ok to be outside since they are usually single bigger files. Out of curiosity, the loading files externally are all equivalent in terms of reliability? I mean, expression vs manual loading them through fixed path, adding to binary data tab etc? I remember I made a game that some players didn't see the image loaded. But I could not reproduce consistently. Not sure if it was a bug on the player's machine or what. What command would you recommend to use as the best and most reliable?