Posts by Tyrexchip

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.

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    Is there a reason special actions get displayed as icons when the settings are configured to not use icons in the event list editor?
    I also think it would be beneficial to include a toggle to hide "Insert action here" for parent events that have no actions when they also have child events. (to make it easier to look at)

    made some mock ups, hopefully someday...
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    and one of the animation post I made earlier!
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    Can Actives/objects have a checkbox to include animations at build?

    similar to the new option "Don't include at build time" on every object.
    but called "Don't include animations at build time"

    with the new .anm option. we can load active animation data externally.. but building a mfa the data remain in the active if not cleared. its getting annoying to go to every active, clearing animations, build then reverting it for to continue work in the mfa everytime when it needs to build. :O

    The new Instance value feature is really nice. I feel like it can be expanded more.

    is it difficult to add instance type for alt values/string/flags? like another set of values/string/flags that can be changed on each instance without effecting the other ones?

    to nivram message - I was just testing around and noticed it.

    besides ccn, can possibility for a option for actives to not build with current animation data be looked at? so users and load .anm file without clearing the actives before building?
    It's just annoying to edit the active that has animations then clear that active before build.

    Can we have a toggle for actives to not keep its current animation frame data when built? lets say I have a active that I exported to a .anm file. if I currently build the game the animation data of the active is still there... then even loading the .anm is pointless if the frame data is still there inside the exe.

    the only way so far is to remove all the animations of the active and keep the first frame/ animation name for reference. It would be nice if each active has a extra toggle to not pack its current frame data into exe but keep the ani names so the .anm can be loaded if so.

    Another feature that would be nice to add is a toggle in the preferences to let the active scale or rotate without re-editing the original set data it was imported with. as of right now scaling or rotating a active in the editor also applies the image data.

    Yet in code telling a active to scale up, down or rotate it doesn't edit the image only the object its rendered too.
    ex: importing a 720p image and scaling it up in editor will change it data and make the image bigger but if I was able to scale it in events it will say the same 720 but scale up the object.

    Yeah a Toggle for "Right-to-Left reading" on Strings in the event editor.
    So far this feature doesn't work in DX11 btw. (well for me)

    plus if can, some alignment features for strings in the event editor.

    Love to have some update on that AND something about external .ttf loading please. I'm tried of updating my entire game just to pack some font that the players system needs...

    addition to my post..

    maybe a `Jump to Frame, Keep previous Graphic in memory` option?
    I can see this useful if some character perishes then it goes to a game over screen. and the coder has a retry option. that goes back to the overworld frame with faster loading.

    I noticed something with Sub-app that kind of breaks this workflow I have. Explaining this will go everywhere, so I'll try to word it right, srry

    So I have two MFAs, One is the Main Game and the other is Sub-app. Whatever I do in the Sub-app, the main game needs to have it preloaded. So let's say there's a sound to play in the Sub-app. The Sub-app will work on its own but if it's in the main game, it won't play unless I have the same sound already in the main game. I tried loading the sound by path, it works in the Sub-app MFA but not in the main games... ONLY IF I have something in the selected sound channel in the main MFA. It works fine if you run it in the editor. but if I built it... it won't work. I have to have a dummy item loaded into the mainframe to have it work.

    Same for a lot of other stuff. Sounds/Sounds channels, Fonts, (extensions If the main game is in Unpacked mode),etc.

    More things I ran into and Suggestions:
    - Having the Machine independent ticked in Sub-app and the main game has a double effect which drops fps. with V-Sync on, both makes the fps worse.
    - Actives with the Global Object ticked that's in the main game frame do not work with Sub-app that also have the same object/settings ticked. From what I have tested.
    - Sub-app display as sprite should be renamed to "DX9 Fullscreen Mode" ex; previous conversation I had with Yves, You mentioned it was for the DX9 Fullscreen. I feel like if it was renamed it would lower confusion newbies.
    - An option to have the Sub-app size scale with the root app size/ size the sub-app object is in. ex; Resize to root app display
    - Have Sub-Apps act as a sprite. ex; previous conversation I had with Yves x2, as stated that something like this is on the wishlist, Hope that entry is high on there lol. so many useful workflows can be done if it was possible.

    Besides Sub-app stuff there is a bit of DX11 stuff I like to see be updated, if possible.
    - Depth buffer
    - Texture Lods
    - Vertex Shaders
    - Buffers
    - Font Anti-Aliasing toggle
    - Font external importing
    - Ability to use the bounding box on strings for Shaders/effects instead of text itself. ex; found some fonts has noticeable clipping with some effects.
    - more Shader uniforms for xml. ex; vector2,vector3,better RGBA color input. maybe ability to get output of some values back?
    - !if Possible! The ability to take layers into some sampler for Shaders to use. be nice to have layers as passes for some Shaders

    Anyway that is my suggestions and problems I noticed on Sub-App. My thought is: Was Sub-apps designed to only work with frames on the same MFA instead of a different MFA?
    I feel like if they where updated or some new option to have frames as file/ new frame object. It could open so many new paths to do in CTF.

    I apologize.. it seems I was wrong about some of sayings.

    There was no alpha problem apparently, it was a shader on the frame that was causing the weird alpha issues. only for the subapp though, on its own it was fine.

    The string/font issue does still happen with separated apps. But I realized that the Main app needs to have instances/the fonts loaded in for the subapp to correctly use them. if I have 3 fonts on the subapp and the main app has just one of those, it just uses that font on everything.

    here's a video I made showing it off Please login to see this link.

    Ini++ v1.5 object crashes when Global is ticked. idk if its just because it uses global that messes something up.

    Do hope for that option for sprite subapps is high on the wish list :o

    when I try to use them with DX11, strings do not render and alpha seems broken. Display as sprite doesn't work either as the app renders on top of everything. so my sprite overlays don't work at all.

    INI++ also causes it to crash the subapp for me. even when the object is not being used.

    Love to see the sub app get updated sometime. its very useful.