Thank you! Nice to have it almost at the finish line, didn't realize the pun till I wrote that but have to leave it now.
Posts by titofrancis
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.
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.
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After a few years working on it, I am finally close to the finish line on my new game Corgi Race! It's a sim game where you run a stable to compete in the greatest sport in the world, corgi racing! You will raise and train corgis to become champions (hopefully) all while managing and building up your stable. It won't be easy as you compete with rival stables, navigate challenges and contemplate compelling offers. You can also bet on the corgi races to earn money to spend on your stable; there's nothing quite like a nice day at the track. I'm hoping the game will be available Q4 2024, for now you can wishlist it on Steam and look for an official release date soon. Thanks!
Steam: Please login to see this link.
Website: Please login to see this link.
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Is there a timeline for the Clickstore being back up? Wasn't sure if it was said elsewhere
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Thank you, yeah that was the plan was to wait for the Clickstore to be back up, just wasn't sure when that would be.
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I'm trying to open a few older projects but they have some older extensions (Facebook X v2 (FacebookX.mfx), GPG Connector (GPGConnect.mfx), GPG Leadboard (GPGLeaderboard.mfx), GPG Achievement (GPGAchievement.mfx)) that it is saying need installed, but I am unable to download them again and it won't let me even open the project to remove them from the games. Is there any way to open the project without having to install these so I can remove them?
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Well that would answer that! Hadn't been around the board for a bit so missed that, thanks for the heads up.
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The maximum number of internal images an application can contain is 65500, and the message you mention concerns this limit. From the build 292.26 you can see the number of images your application uses at the bottom of the About properties of the application. Unfortunately this limit is pretty complex to remove in the current version.
We're working on a solution that could allow you to load the animations of an object from an external file, this would allow you to get objects with tons of images out of the main MFA.
Is there any update on the solution mentioned here?
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I've made a port for you.
Please login to see this attachment.
I also invite you to join the Discord server, you will get faster help there: Please login to see this link.
Awesome thanks! This is much appreciated and thank you for the invite, will see you on Discord.
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Is there anyone able to help out converting the HueShifter to DX11? I tried to do it myself and couldn't get it right (not my forte for sure).
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I know it's not very ideal but I think that is only way of solving the problem at the moment is to load images when only needed via a loop and have basic custom animation engine:
This is a pretty basic example I did before on how to load animations to an active object:
Please login to see this link.Hope that atleast help you a bit
Appreciate it, will probably be tough for it to help in this situation. The main issue is there being a cap on images allowed in the engine, but will see if I can make something work here to save some image real estate with something for the animations in the game.
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Hi Yves, I know you guys are certainly busy but I was wondering if you had an update on this max image fix or if there is some alternative I can do as it is creating a bit of a road block to finish the game I've been working on without some major shortcuts. Thanks for the help!
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I'm guessing the Hue shader you are referring to is the same (the parameter is HueShift). Do you have a link to Yves' guide for converting it manually?
The image issue is the total images allowed in the game is at 65500, so any images over that don't import properly which is affecting the animations for characters in the game with the frame by frame animation. So not sure if that the importing via loop would work in this case, at least I'm not initially smart enough to make it work for this problem I'm having just looking at that mfa.
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Couple questions here, I'm still running into the issue of there being too many images for the runtime (capped at 65500). I believe Yves mentioned around November that a fix was being worked on for this so I wanted to see if there was an update on that since without that fix it would take a real overhaul of the game I'm currently working on to get around that.
The other question is regarding the Hue Shifter extension which I'm using for the same game. It was working with working with Direct3D 8 and 9 but crashing the game, and then it doesn't show at all with Direct3D 11. Was there something I was doing wrong to cause the crashing when images loaded with it applied, does it not work with Direct3D 11, and also is there an alternative to get the hue to change for images in the Fusion? Thanks!
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Hey [MENTION=5114]Yves[/MENTION], just wanted to check and see if you had any update on any progress for this fix in the engine. I'm coming up on the last phase of development for this game and the image issue is certainly a hurdle at the moment.
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I've actually started having issues with this where I'm getting that message and scrambled images in game despite cutting it down to 59000 images which is well below the 65500. Any idea how to fix that, why it's happening or obviously if you are close on the fix you talked about it for the problem that'd be great too, thanks!
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Do you know if this is a feature that will be available in the near future or is this something far down the road? Getting towards the end of development on this game and need to decide how to approach some aspects of it.
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The maximum number of internal images an application can contain is 65500, and the message you mention concerns this limit. From the build 292.26 you can see the number of images your application uses at the bottom of the About properties of the application. Unfortunately this limit is pretty complex to remove in the current version.
We're working on a solution that could allow you to load the animations of an object from an external file, this would allow you to get objects with tons of images out of the main MFA.
That would definitely be helpful as I'd rather not have to rework so much of the game at this late stage.
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The game I'm working on at the moment is large and using a lot of frame by frame animation, and I just recently a bit of a hiccup with the engine. While implementing the latest characters art and animation I got the message:
"You might exceed the maximum number of images supported by the runtime. Do you want to continue anyway?"
After importing the images anyways I found that the just don't show in the game and the fusion replaces those frames with older images previously imported. So I was wondering is there a way around this, to increase the number of images supported by the runtime or is that a hard cap and I'll have to adjust how the animation is handled in the game. The game runs totally fine so it isn't really a matter of being overstuffed and under performing framerate wise, just that the images don't show up in game.
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Does anyone know how I could call on a specific row of data from the score database? In this tutorial it shows the full top 10 scores table and just lists them as individual pieces (ex: player names on the leaderboard being 1, 4, 7 using the string parser). What I wanted to be able to do was just pull a specific player's name, score and date as opposed to the whole leaderboard. So say for example, Doug is in 7th place with a score 150, I'd like to be able to click a button that just brings up that row of data ("Doug, 150 points, April 10"). How would I go about doing that in the game from working off of this tutorial?
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Not sure if this has ever been answered specifically, I know there is an extension for Spriter but I was wondering if there were any plans to create/add and extension for Spine to Fusion 2.5 or 3. I have a few animators I work with that primarily use Spine so it'd be awesome if that was indeed in the works or possible.