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Yes, you can do everything you want with active objects. They don't exactly have a disable option, but you can make it for yourself for instance by using events and flags. In the frame editor, select the object and rename one of its flags to isDisabled. In the event editor, when the button is pressed, set isDiabled to On. In the events that tests for button presses you then to add a new condition to test if isDiabled is off.
Is there a way to disable an active object? I have an active object that I use as a button. It has 3 animation frames based n the states its in. When user clicks the correct one, the other active object buttons disappear and I set the correct active objects button to another animation frame displaying that it's correct. I also award some points to the user. However I don't want them to be able to click on it again to add score each time. Currently I can make a facke button and when they click on it I can destroy the correct button and display an image at the same place, but that seems like a lot of work for something simple considering i have a lot of these. I know one can disable a button but it's then not going to allow me to customize the different states like I want.
I submitted a request to Clickteam for my Developer discount copy but I have Fusion 2.5 - how long does this usually take? I have had no reply that I'm aware of.
You should not have any issues doing what you need at all.
The html5 must be run from a server, it is part of html5's security policy. When you build and run from Fusion we launch a lightweight server to enable it to be run, but outside of this you will need either your own local webserver (check out wamp server at Please login to see this link. for an awesome easy to use local server) or online file space/web access.
I have Fusion 2.5 and have submitted a request for a quote on the discount in the meantime.
I need to run some audio, some graphical pre-rendered images but nothing too hectic. I need my own splash screen and loader. (Hence developer addition I assume.)
Can it run from a server and can it run on standalone html files? i.e Does it need to be hosted or can it just be run from local browser?
Not sure if this is the correct thread but here goes. I'm thinking about dropping a competing product due to some weird attitude with the community at large and some flaws in the product that keeps on being ignored. Some major players jumping ship it seems and I'm trying to see what my options are. A major thing for me is that it needs to be able to output to HTML5. This is one of the reasons I have not really climbed completely aboard Fusion yet as I thought the other tool was better for HTML5 from the looks of it. Dabbled a bit with it then some other things came up.
How is Fusion 2.5's HTML5 support? IS Fusion 3 going to be supported with HTML5 also?
I'm currently thinking of upgrading to the Developer version of Fusion 2.5 and getting HTML5 exporter (If I can afford it that is since I don't know what it will cost - need to send request) Would I be eligible for an upgrade to Fusion 3 without having to purchase Fusion 3 for the complete amount if I upgrade now?
They are targeting second half of 2017. If a Hysteria hint means what I think it means its in August. Wheter or not you should dev in F2.5 I dont know. Only you can answer that but there might be some things that wont import and would have to be re done. I'd start and finish my game in F2.5 if its at all a game you are going to finish in 2017 unless you are going to wait for Fusion 3 to launch.
I'll study that as it's a bit above my ability currently. I see that you store the values in an array and then play it back but I need to read up a little bit more on how array's work.
I've seen a few very old posts (2008) about this type of follower / player based movement.
Please login to see this link. This one had someone even post an example but seems the link is dead.
What I want to accomplish is to have a "ghost" player follow the movements of the player. i.e Where he jumps, the ghost jumps, but pauses when player pauses even if in air. Hitting won't be delayed.
This was achieved in Ninja Gaiden 2. Please login to see this link. - 20:21 min in.
Any idea how one would do this. My initial thought would be an array that saves values but that seems like maybe a too complicated way?
Anyone got a working example of this or got it working properly yet? Kinda battling with this myself and feel I'm perhaps a bit out of my depth here. Not sure if using Physics platform movement is helping me any either. Do I need to code my own movement?
It works with Xbox360 controller but the character moves then I let go and move opposite direction but the character slides a while and only stops when friction stops it before turning and then moving in that direction. With keyboard it turns and starts adding acceleration immediately.
Also a fan of the videos. Just didn't like the music playing in the background, I usually have my own music playing while listing to tutorials and working and that didn't work out but I see it's now not there anymore. Thanks for making them Snail.. as a noob I'm learning a lot from them.