Posts by hamstermp

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.

    Man so glad I found this! If you look into Steam reviews for Please login to see this link. many of them are negative due to the controller not working. The lack of solution really crushed my hopes for having my game truly completed. My game uses Volnaiskra(who did awesome work) Vaccine2 which I've modified to work with multiple controllers. Everything worked just fine on my computer but then after the release I learnt the hard way how unreliable the Joysitick 2 object is.

    First tests of your SDL are very promising and I hope to finally patch my broken game! :)

    Hi all,

    After 3,5 years of weekend solodev, on 5th October, my first game Dungeons of the Fallen has been finally published.


    Two last months before release had been exruciating. Some days I woke up around 6AM started working on the game, then 8AM on my daily job and then from 4PM until 23PM working on the game again with occasional breaks.

    I underestimated the amount of work needed to make the game prepared for release. One of the biggest mistakes I made was making the game in six languages. Implementing the localizations stole a whole month from my time.

    So yeah, the 5th October should have been the day when I could finally rest...

    No no no... :)

    After the game got published I started receiving many complaints that needed to be addressed fast. UI was not that intuitive as I thought it would be, there were many bugs I overlooked and issues with controllers.

    Since then I am implementing a patch after patch. However, I promised my family and to myself that I won't crunch anymore. It's just not worth it.

    On the other hand, the players that have not been affected by bugs (or closed an eye on them) gave me a lot of positive feedback. They especially loved the boss fights, build customization and coop gameplay. It surprised me that some of them kept playing even after they finished the story and there was nothing to do but grind. They would ask me for new content because the gameplay is so fun they need a reason to play :)

    Since the release I fixed most of the issues but unfortunately due to all the technical issues on release the game is on Mixed rating which heavily affects the sales. Also I did almost none marketing during the release days because I needed to fix the game first. I honestly did not want people buying my game while it had so many bugs.

    I'm slowly preparing to start the marketing campaign now when most issues are fixed. I still need a week or two to improve the UI and helps to not discourage less patient players. At the beginnning of next year I will start working on some new free content. Despite all things I said earlier I do enjoy working on the game and I'm excited to see it getting better and better. Hopefully with time I'll get more and more positive reviews and the game will get out of the Mixed rating (and I can finally rest in peace :) ).

    One day I will write some more detailed post-mortem. Thank you for reading, and wish you all a smooth and successful release :)

    STORE LINK: Please login to see this link.

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    I didn't find any official info on this matter but I am using this solution in my game and it works. All fonts are embedded in the binaries (like sounds etc in data elements). I am also using custom fonts, some of them in Chinese language and I dont need them to be included in the package.

    EDIT: I may be wrong but before the upgrade to 2.5+ there was no "Fonts" Tab in Data Elements windows so I think the only way to embedd fonts was the extension.

    Hi,

    with DX11 try to do this:

    Behind the screen or on some other frame create a string object and set it to the desired font. If you do this the font should show up in Data Elements->Fonts. From now on you should be able to switch to this font during the runtime in your whole game. Also, yeah, only True Type fonts are working.

    Thanks [MENTION=5114]Yves[/MENTION] for the reply! I've tried to reproduce the issue in another frame and noticed that all looks fine. I did some investigation and it turned out that the artifact showed because the text was generated in an 'Always" like manner instead of once.

    In my case it was:
    Alterable Value A=1
    + String object: Change alterable string to (statistics values)

    And since the Alterable Value A was always set to 1 as long as the player one has the statistics window open the event looped and generated artifacts. All I needed to do is to add "Only one action if event loops" and the font looks fine.
    In DX9 this error did not occur at all in this situation but it's not really a problem. Anyway, thanks a lot once again. The case is closed :)

    ...

    Now when I think about it I would need to force the update of the string somehow since with "Only one action if event loops" the string will probably not change if I have the statistics open and in the meantime I will change a weapon or regenerate mana etc

    Hi,

    I recently upgraded Fusion to 2.5+ and I am dealing with a font DX11 rendering issue as on the screenshot below (It's better visible if you click the on the image). When you look closely on the right side of the statistic numbers you may see wierd artifacts. It looks like the pixels most to the right were widened. Zeroes are especially ugly. I noticed that this applies only if the the horizontal allignment is set to Right.

    I've tried different options like switching anti-alias on and off or putting a blank space after the last sign however nothing worked. Overall I feel that the DX11 font rendering is worse comparing to DX9 but I guess we have to live with it. Any idea how to deal with this particular issue? Is there perhaps some compression going on here that I can switch off?

    I use standard String Object. No text blitting etc. I use too much fonts (Chinese too) to meddle with that. I would really appreciate some help.

    Please login to see this link.

    UPDATE:

    @Yyves Thank you so much! You saved me :D After I updated the joystick extension people no longer have issues with Steam. At least that's what players told me after I released a patch. Thank you <3

    Joy2: If 2 gamepads are connected and at least one of them is no real Xbox controller (but some other device emulated as Xbox), one of the controllers will randomly stop working or provide false inputs, while the other one still works.
    Very important: This issue will appear outside the Steam environmet too, for example if you connect Xbox controller plus PS4 controller with DS4 emulation.
    .

    I am still waiting for multiplayer feedback after updating the extension but we were able to play on xbox+ps4 controller with no issues. However, instead of emulation I am using volnaiskra solution.

    Hi,

    I have released Dungeons of the Fallen last Saturday. It is supposed to be a 4-player couch coop game but due to Steam meddling with the configuration many of the players can't get even one controller to work. I've got LOTS of refunds due to that. Almost nobody wants to play using keyboard + mouse and coop is impossible without controllers.

    I used Volnaiskra solution(based on the joystick extension) and with some copying&pasting (each player has its own objects that store controller values) the controllers work great with zero issues at all. We've had lots of fun playing the game together with my friends. We used both xbox and ps4 controllers.

    Unfortunately it was after the release when I found out that something like Steam Controller Configuration exists. I wrote to Volnaiskra for help and he showed me this topic. Now I realized that all coop tests we've done were without Steam so when I get home I need to also check how the game behaves with four controllers+Steam.

    I'll let you know of my findings. I will probably create a new topic so maybe we can get Clickteam help. I've put a lot of heart and thousands of hours of evening/weekend work in my game. Players that get past the initial issues report that the game is awesome and provides a lot of fun.

    It is my fault that I released the game too soon without proper testing but I was overworked as hell. It took me over 3 years to finish the game and the month before release was pretty hardcore. Almost everyday in September was a 7 to 23 crunch.

    There are several other issues with the game like fps drops on some computers, inaccurate aiming and not intuitive default control mapping, but these I should be able to alleviate with a bit more work. I strongly hope the controller issues can be resolved too.

    You can check the game here: Please login to see this link.

    Hi,

    This weekend I announced on Steam the final release date of Dungeons of the Fallen.

    The game will be available on 27th September meaning its only 6 weeks left!

    Recently I spent a lot of time making the gamepad controls and optimizing them for coop gameplay. It wouldn't have been possible without VaCCiNe 2 made by Volnaiskra.

    I also encounter collision problems where in rare occasions player or enemies decide to travel between walls ignoring collision detection in the custom movement solution I use. I haven't found the reason yet but I need to run through each line until I find the culprit.

    In two weeks I will post a new trailer with 4 player content. It's been so long and I'm really excited the release day is so soon!


    Please login to see this picture.

    No, the project is not dead. Actually quite the opposite! I think I should be able to finish the damn game September/October this year :)

    Summary:
    Story 100% finished
    Bosses 100% finished
    Spells and masteries 95% finished (some fixes and coop optimization needed)

    What's left to do:
    Random dungeons improvements, fixing bugs, polishing graphics, multiplayer adjustments, 4 player coop and UI, control customization, translation, Steam cards/achievements ... and testing, testing, testing :)

    Below a preview of a reworked ability from a marksman tree. Unfortunately every now and then you look at some feature you liked 2 years ago and you decide it now looks like crap :)

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    Hi all after long break.

    It's been a busy year. I have made so many changes I cannot possibly remember everything. Soon 3 years will pass since I decided that I want to make my own hack n'slash.

    Few 2018 bullet points though:

    • Made 5 out of 9 game bosses.
    • Finished act II (Jungle full of ancient ruins) and made entire new act III (Snowy land with hordes of bloodthirsty seals).
    • Made new marksman skill branch for players who want to focus on killing things with arrows
    • Redraw all weapons and added a new tier. There will be six tiers in total.
    • Gamepad support
    • Lots of improvements to main menu, UI, loot system and random dungeons


    I still don't have any specific release date. I think I will need at least 5 months to get things to final state. Awfully tired but happy and looking forward to release :)

    Recently I wrote to a polish game site and they covered me:

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    SCREENS:

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    Hi again,

    I decided that I have enough content to publish a Coming Soon store page on Steam. You can find the store page with the new trailer here:

    Please login to see this link.

    I spent almost whole last month on gamepad support reworking Vaccine 2 to work with multiplayer. It was challenging but worth in the end.

    Now I need to add all the cutscenes and dialogs, add some new content to the procedural levels and make all the final fixes and improvements.

    Damn, almost a year with no updates. The official and final release date is set to March 2019.

    Here I have planned what I need to do every month.

    Please login to see this picture.

    I should have story levels finished by June so the game will have beginning and an end. This will be a great goal achieved and from there I only need to improve the engine.


    Also made a big decision on switching focus from LAN coop to Couch coop and gamepad support since its not only easier to implement but also more demanded by the players. I MAY continue LAN and maybe online after release.


    Also I finally figured out procedural dungeon generation in Clickteam Fusion so now I only have to fill random dungeons with monsters and stuff. With both "handcrafted" and random levels there will be much more playtime available for the players.


    Finally I have recently commissioned an awesome piece of art with logo for Steam store capsule image. When its finished I can open the Steam Store page so it will be visible in the store and can be added by players to their wishlist.

    I will update soon when I have the Steam Store page ready.

    I dont have time to create commercial gifs now but here you have some screenshot from the progress:

    Please login to see this picture.
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    The problem was that I stored all the maps as frames in a one active object. Even though only one frame map is needed when loading a level it seems like all the frames have been loading into memory. I made a separate active object for each map with Load on Call activated to make sure only the one in use is loaded into memory. Works like a charm. New levels load in a second :)