Posts by Edel

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.

    People who don't name their alterable values deserve everything they get :evil:

    I've always felt it comes back to us as a community and especially newer users.

    Even from more mainstream examples / users I still see it! 'alterable value soup' :
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    Visually it looks confusing!

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    It's an absolute nightmare (this last one it from another MFA example)!!
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    Not to mention FLAGS 0,1,2,3....... <X

    You can rename them if you go into frame editor. Fusion even merges the names if they're the same for all the objects in a qualifier.
    And there's a Base Frame in app properties for getting the names from a frame in the app, for global events.

    That aside, the developer picks what to do with an alt value/string. So Fusion can't name them.
    The examples should name them, though. But it is sometimes confusing to new users who don't realise you can name them - it's like someone conjured up a new set of variables out of the air and made an alternative-universe Active.

    yeah, of course you can rename them but I think it would be best for Fusion to act as if they do not exist! You have to declare them!! You should be made to name them!!

    Something I would really love to NOT see in Fusion is the words 'Alterable Variable'!


    The madness that happens when you don't force people to name their variables!! To this day it's and endless nightmare of combing through mystery alterable variable A, B, C,.....
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    All this madness should at least be hidden!
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    Even CT paid examples suffer from these bad practices making learning an absolute pain!! Would be awesome if only user-named variables show up! Fusion literally breaks the first rule of programing: NAME YOUR VARIABLES! Give them meaningful names.

    You mean a year less 6 months, as the build 295.10 was released in November ;)

    Yes I didn't visit the forum a lot recently, my task list being already full and I've been distracted with various projects / issues, too many people at Clickteam at the moment... And yes a new build will be released in June probably.

    Any F3 intel this year, Yves?

    Not sure if this has been suggested before but I just had an idea pop into my head. 'Variable descriptions' when you click on them in the properties panel:
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    Would be a nice way to help you remember what does what.

    I just noticed this because I had forgotten that animations below speed 17 will slow down the higher the fps. At some point the animation speed will slow to 0. I had a 4-frame walk cycle animation I was trying to slow down. What I ended up doing was just clone frames. Now it's 8 frames set to speed 25. Looks good at 60, 144, 240fps. Still, it would be nice if Fusion can do this without having me to clone those frames. I understand that perhaps the animation code is old. Perhaps vanilla MMF days. Maybe there's nothing that can be done at this point.

    Anyone else targeting higher refresh rate monitors (higher fps)? I noticed that an active object's animations are not truly frame independent!! As a result, a 4-frame animation at 60fps is noticeably faster than 144, 240+. Regardless of implementing delt time throughout my game, I can't seem to get around this one. It makes targeting higher refresh rate monitors pointless in Fusion (even though Fusion is perfectly capable of running those higher fps). The movements for the built-in movements (except for the pinball movement! it has issues) seem to work as expected. Seems 'timer-bases-movements' don't quite work right in regard to the animations...?

    I found this post talking a bit about it: Please login to see this link.

    Also, the physics just don't work properly at higher fps when vsync is checked (maybe that's related somehow)! I posted about it here: Please login to see this link.

    It's just too bad I upgraded to a 144hz monitor!!! Sometimes I think I was better off being in a 60hz bubble! But displays, from monitors to cell phones, are getting faster and smoother.

    You can do that now in events. Just make it so when the player touches ( I assume ice ) the Deceleration is longer.

    No. I'm not I'm not talking about that exactly. That's pretty simple physics... I mean sliding automatically along any surface that isn't vertical/horizontal. If you were to take the same approach in a top/down game that you would with slopes in a platformer (using Fastloops) based on Events it would look pretty ugly!! It's not as simple as it seems even if you have the player's hitbox left edge hit the edge of a square, you'd want it to still be able to slide off the bottom edge instead of getting stuck and it also has to slide according to what edge is colliding. It's pretty tricky.

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    Sometimes I play around with the built-in movements and find myself thinking what a shame that they don't work!!! They are tightly integrated with the way Fusion handles directions/animations. The bad thing is how bad they handle collisions but with a bit of love and tweaking these movements would actually be usable! Along with a nice allow sliding option so the player can slide off of obstacles would BE AN AMAZING feature!
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    I thought of a nice idea that would be pretty useful to have. Adding a duration parameter to the Flash Object action
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    Would save you a bit of time from having to create a duration counter/timer yourself.

    @Yeves

    Guys, can you confirm this possible bug. The physics movements are supposed to be frame independent? However, when you check vsync the physics ball movement slows down dramatically whenever you set the default fps higher than the monitors refresh rate. In this example you can set the default fps to 60, 140, 240, 1000 and all is fine. The physics ball movement seems frame rate independent. If your default fps is higher than your monitors refresh rate (mine is 144) then check vsync the ball movement will slow down dramatically. You can set the default fps to 500, 600, 1000... then check vsync and that's when it slows down? Something about checking vsync that seems to bugout the physics ball movement....