Posts by vault_dweller

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.

    [MENTION=5601]PixelatedPict[/MENTION] every development needs time multiply it by 8 if you want all we want is communication..unity, c3, gms,unreal, blender, zbrush etc.. all the programs need time to develop but developers behind them are in touch with their customers showing the progress and keep them "warm" with new stuff. despite the fact that there are competitors out there for them also...

    after one year of waiting im writing for last time (i know, who cares...) my thoughts, not about fusion 3, but about the communication between clickteam and me cause i speak for myself (maybe others feel the same too).

    its been a year after the blog that gives hope and a smile in my face when i read about the work put on f3, console ports, beta in 2018, testers and other stuff which were very promising, and despite the fact that many of us waiting till the last day of 2017 at least for an alpha version of F3 or an exhibition video like you've done before (because the official plan of fusion 3 was 2017) reading the news back in january the vibes were very positive..

    after these news we've got a couple of blog updates about porting and one in may about adding compatibility with more controllers and then nothing at all.. the thread about Fusion 3 transformed in a newer one with RULES in orange backround warning us about the direction we should communicate about the project. if you ask for something "permitted" the most usual answers are 1) when we can release details we will tell , or 2) cant give details right now other than we've made public. so its an almost dead thread about the future of fusion...its not a thread about a forgotten addon which no one cares its a thread about the program itself.

    guys i know that you respect our interest and our love about fusion but please inform us what is going on. the most of the time that im searching here about a new update and dont see any for long time i feel fool that i still believe in fusion 3...

    sorry for grammar mistakes and i hope you understand what i wrote english is not my native language.

    1 frame editor turn of shaders sometimes(when zoom). at this moment clickteam fusion not support shaders in mobile exporters(

    thanks for the quick answer really cool what you made..awesome shader.

    is any chance to add waves foam here and there? i've seen something similar Please login to see this link.


    im talking about No5 sparkling simulation (and why not No3 perspective distortion ;D)

    There's a new video by 2kliksphilip where he explains a way in which he achieved a fake 3D effect in clickteam. I thought it looked pretty cool so I wanted to give it a shot but I haven't been able to figure out how he does it. It feels like i'd need to make a bunch of sprites and make them move with each other to get this effect but he seems to have the animation all as one sprite. If anyone could help it would be greatly appreciated.

    Heres the video:
    Please login to see this link.

    a way to achieve similar fake 3d is to make your model (in blender for example) animate it and render the animation 8 times (or 16) each time from a different angle to achieve a 360 movement. up down right left and 4 diagonal views (or more). after that you import the sprites of every animation (for example the left-up diagonal animation) to the direction counterpart..you import all the animations to the correct directions of your active object and this is it. depending the direction you give a different animation will play...8 rendering animations is basic, 16 rendering animations (i mean 16 different angles ) will be smoother..

    edit must be isometric rendering for best results
    Please login to see this link.

    anyone? nevermind.. i found by myself that except the dpad that is working with xbox controller and ipega bluetooth controller the rest of buttons dont working.

    But im wondering why you are not solving this issue? I see that you often update fusion but i think that controller is important for handhelds too. yes i know that there is a plugin in the store to buy and does the job but why not to add this feature or a similar one officially in the core? blender for example from time to time adds extentions/plugins in the core in every major update. sorry maybe its a foolish question i respect your work but i think that small things make the difference.

    sorry guys if my question has already been answered but i build a game for pc. i bought a new android phone replacing my lumia 640 (thank god...) so i want to build my app again this time for android. The thing is that i used the xbox controller extension which for pc is ok but exporting the app for android it shows up a message telling me that the extension is not for android. BUT it worked. ive got a problem with buttons -cause one or two of them close my app simulating back button- but dpad and some other buttons worked as well. So my question is xbox controller works without issues for android platforms or not? has anyone tried it are you facing issues with it?

    edit the phone is a xiaomi note 4x (android 7) and the controller is original wired xbox 360

    great game very well made!!!i love the colors and the art got no problem with the shader on (amd fx 6300, 8 gb ram, 1050 gtx) but i face an issue with my 360 xbox controller. i try to switch buttons. the A button to be the jump button and the B button the action button( the opposite as it is by default). but it seems like whatever im pressing in the gamepad input always stays the same. is it something im doing wrong? (very possible)

    oh i see i'll try to make it work with my character but i think if you got -lets say- 6 to 7 animations per character with more than 12 frames and 2 or 3 additional action points needed maybe it comes more complicate. anyway thanks ill try it asap. i dont know if you are any familiar with c2 but in the sprite editor there is an option to add and place additionl action points rename them and use them right away in the logic editor

    hello forum and devs is it possible to add multiple action points to one active object?
    lets say that i want a sprite/character to fire from different positions bullets. its a feature that i used a lot back in the days when c2 was my game engine and was very helpfull. or it is possible if this feature could be added in a later update?is it difficult to implement?

    its a good idea indeed but the difficult in this case is what these changes/updates will be for starting a kickstarter campaign..lets say that a kickstarter campaign gets a green light so whats the basis?im not a owner of any license because of the event system . i want it to be more clear and user friendly like construct 2. so my priority is this...then the others. so someone else will say "no my priority is 3d not a new event system editor like vault_dweller wants, in fact the event system is great as it is" you see the situation here takes a more personal view of what someone feels that should change...i think the first part of the pre kickstart campaign is to make a poll and gather 10-20 most voted needed changes and then start a kickstarter campaign..but then i dont know what ct team has to say...i find it interesting though that the community here is active but there is a lack of communication with the devs unlike c2