Posts by Zebedy

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.

    So, I genuinely cant find a fix. It seems like it should be so easy.

    And as it turns out, most game development software these days cull tiles by default anyway.
    5 years, and I think Im going to have to move my efforts on to something else. I swear Fusion always has problems that just shouldn't exist in 2023. I also don't understand why a dev would refuse customer support for an asset he's sold on the store.

    Anyway, Unity was my first choice. But Im sure you've all seen how upper management at unity has gone mad.

    Ill be moving over to GameMaker for this project; and I think possibly Godot for the project after that; once it matures a bit.

    I mean I suppose you already tried this, but there is a built in function to have object as "inactive" when far from window. I actually used this in previous version of my game, but it caused problems. I had thousands of river objects and while it did save a lot of frames, it desynced the animations naturally.
    The thing is it's all fine if the gameplay is supposed to happen only around the player. For example if only the player needs to collide with these hitboxes, it would probably work fine.
    But if it means platformer enemies will fall through them when you are far away, you will have to implement a system where you deactivate the enemies as well when the player is far from the hitboxes.
    I don't know what kind of game you are making, but if this is an option I would think deactivating the enemies code would be safer, if possible. Then you could control at what distance this happens, and maybe you could avoid doing it to all the hitboxes and simply use the built in function. Does anyone by any chance know what this range of "far" is for the built in "deactivate if far from window" property?

    I don't know, just a thought. I mean most likely the hitboxes aren't really doing much so unless you are hitting object limits, they shouldn't be too much of a problem.

    **EDIT**
    If it helps at all, I solved the river animation problem by syncing the animation to a single master object, which calculated the frame shifts, thus enabling me to have "inactive if too far on". Or maybe I made my own inactivation, I don't remember and I scrapped that project in favour of my new one which I can actually finish.

    Sorry, been away on holiday.

    Yeah, unfortunately, using the built-in "inactive" when far from window still doesn't help things enough.

    For code that deactivates - I've done it for all the enemies, objects you can interact with, technically anything I can turn off while it's off-screen, without messing the game up.

    It's the tiles I'm using as active objects specifically that cause slow-down. Normally, you can just call in a collision layer from Tiled and it deloads/loads as you scroll across the screen. But the player collisions are a mess when I do that. So I need to use active objects for more accurate collision detection.

    Alright so, hands are tied. I think I'll have to call for collision tiles during runtime.

    I've been using this tidy example made by Kisguri
    Please login to see this link.
    (is there a way to tag/mention people, by the way :D)? Would love his two cents on this.

    I've done the math and from the looks of it, it *should* work now for a screen size of 1920x1080, using tiles that are 64x64.

    It calls tiles perfectly from all sides, *except* if the player is moving up or down - a small section to the player's right never loads in the tiles.
    So, naturally, I tried playing around with the borders, extending them so there's more tiles being drawn on screen, etc.
    But then some tiles don't load within the visible screen, while still loading in tiles at the border.

    I've been trying to figure out what's causing it for 7-8 hours now X)

    Kisguri, if you get a minute, do you mind if I send you my edited versions of the editor and streaming files?

    Hey Volnaiskra,

    That's definitely something I should try then!

    I have events activating/deactivating depending on the player's distance for nearly everything, except for these collision tiles 😂. I'll try ODistance.

    The fps issue is a continuous lagginess, it sort of sits around 55-60, with certain areas definitely dropping into the 40's for a second.

    Also, my tiles are currently 64x64. Do you reckon that will do?
    I did have 128x128, but that seemed to cause slowdown on some devices, although it runs fine on the PC.

    Hey all,

    Wondering if someone can help me out with my issue regarding loading and destroying (but then loading again) collision tiles.

    -So, my levels are quite large. Maybe 10,000 x 5000.
    -Tiles are being loaded in from Tiled, no problem.
    -I have a separate set of invisible collision tiles (active objects) that are created on top of the relevant graphic tiles.

    Is there a way to destroy these active objects when they're off-screen? And have them recreated when on screen?

    As it stands, it loads all the collision tiles for the entire level at once, and it's definitely causing fps issues.

    Initially, I was just loading in an extra layer from Tiled as a collision layer, but the collisions get very weird if you're using lots of slopes and curves
    (ala sonic the hedgehog)

    I don't really understand how coding an extension for multiple platforms works; but:-

    -Would it be quite difficult to get the current iteration of this extension working on playstation? xbox? switch etc?

    I have several characters with 50+ animations; but I'm trying to figure out whether I'm going to be only releasing something to Steam, or if there's the possibility of other platforms down the road?

    A conversion of the current Spriter object to play nicely with Direct3D11 would be very appreciated.

    Priority: High (At least for the current game I'm working on).
    Characters currently go invisible if you flip them to the opposite side.

    Old thread, but I could also very much benefit from a port to D11. The performance boost on "slower" machines is really beneficial for games.
    Ideally I'd love to get a stable 60fps on the Steam deck as well as a few other devices. But at the moment I'm hitting about 23-30fps for niche cases like this.

    And I know its not the hardware per say that's not capable; but the simple boost in optimisation is sorely needed for anyone using the Spriter object.

    Having said that, I hit a very solid 60fps when I switch to D11. Now if someone with the know how could convert the spriter object.....:pacman:

    Hey all!

    I've been meaning to get a playable demo of sorts out for game for a while.

    I'm not *quite* there yet, (should have something in the nearish future...).

    But I thought I'd at least shoot a few pics and see if there's any interest in people who'd be up for playing and providing feedback.
    I've been working on it for years but it sort of went from a Limbo-esque game to something that's more like Rayman legends meets Sonic now.


    Original look
    Please login to see this attachment.

    Awkward middle phase
    Please login to see this attachment.

    How it looks now
    Please login to see this attachment.

    I haven't managed to make everything nice and presentable yet:- but I'll update this post with better screenshots, a few gifs and then hopefully a demo down the road.

    As it says on the tin; I'm looking for someone who's quite proficient using these two extensions probably. But you may be able
    to crack it without prior use. I've been trying to fix this bug for over 3 months and I'm at my wits end. Happy to pay a budding developer to help this guy out.
    -------

    The issue: All the tiles...wobble. It's like they have some hidden level of parallax that makes them shoot further than active objects or anything else that's placed manually in the level. Clip below:

    Please login to see this link.

    I've tried checking everything that could be possibly making this happen.

    -I even tried isolating everything individually but it just seems to wobble anyway.
    -The lines of code definitely work though; I pasted the tilemap code into a new file and it worked perfectly.
    -I then tried copy and pasting everything into a new file until I found whatever disagrees with the tilemap events; but the game just
    ends up crashing every time I've tried this.


    ------

    Happy to go through this in more detail if you need. Just also want to point out that this is a very large project. But I'm more than happy to help make sense of the messy code (it's not all bad..promise)

    ----

    Let me know your rate if you're interested!

    Ah see, in response to both of you:- I am using sin/cos , and the player is also a round ball. The movement and the player work perfectly if I use normal backdrops or active objects as backdrops.
    The issue seems to happen when I load in tiles specifically from Tiled. From there for whatever reason, it refuses to behave the same way.

    I basically have two sets of events for collisions:- 1) One set is for normal backdrops/active objects that you manually place in clickteam fusion (which work perfectly)
    2) and the other set is an identical copy, but just tailored to identify collisions for tiles that have been loaded using RootKernel's TileMapLoader and Looki's TiledMapViewport.

    The issue is with the second lot. I'm not sure why they're not behaving the same way as the original group of events. I've done the usual setup with the extensions; and the tiles do load in, and the player collides with the flat tiles perfectly. As soon as there's a slope he just gets stuck. (Pixel detection is also on)

    I have a 360 degree platformer (think sonic the hedgehog) which up till now; I have been using with a combination of backdrops and active objects.

    Using Tiled however, I can't get the collisions to work properly. Flat surfaces work, but slopes are a nightmare.

    Has anyone tried something similar and know if its a possible limitation using Tiled/Tile map loader/ Tile map viewport?

    I did try the PMO object just to check, and it does seem to be working fine (within PMO's limitations).

    Any insight would be greatly appreciated.

    Apologies if this has been mentioned, explained or is assumed to be common knowledge.
    Its probably my lack of understanding on how Tiled Map Loader works, but..

    I'm using one of the examples in here, and if I try changing the tilesets to something new; although they show up in Tiled, they don't show up in CFusion?

    Solved it. For anyone who's having a similar issue... I had to have two copies of the tiles...

    1) I have the actual folder of the tiled image being used by Tiled ie: "media/maps/tiles"
    2) Another duplicate of the folder in the root of the application folder. No matter what directory you tell it to search from (in clickteam or tiled); it didnt' work for me until I had a duplicate ie: "tiles" in the root folder. Then it started displaying everything as normal. I suspect this was the issue another clickteam user had in a similar thread regarding Tiled Map Viewer and PMO.