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It's true, they need to be updated. I encountered this error a long time ago. You can find GPG objects on Clickstore if you bought them, or... on the Reactor...
I'm a proponent of colored icons as they enhance the perception, so I totally agree with you. It would be great to be able to have colored icons also in the dark version.
As for the old icons, it seems that in build 296 there will be an option to switch them on but unfortunately not in dark mode..
That's right! But the browser method can be suitable when there is no need to rebuild the game, and the local server is not running.
To test web applications anyone can simply start any Chrome browser with the startup parameter --disable-web-security and drag index.html into the browser.
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I have a Steamworks object in my application. It has the "Write AppId" option disabled.
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If I build the game with the option "Do not pack DLLs and modules into .exe", then the "steam_appid.txt" file will be created when the game is launched, regardless of the extension option.
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I get a crash when I specify a different app as the source of a sub-app.
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If I specify a frame as a source Please login to see this attachment., it doesn't crash, but the events (on screenshot 3) don't have any effect (nothing happens). Neither at the start of the frame, nor even some time after the start.
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I think ccn launch doesn't work on Android. Maybe it's a bug. I can only suggest using frames as a source, they will definitely work. But, if you need exactly ccn, Fernando should know about the bug.
I'm not sure, but maybe the problem is that you are incorrectly specifying the path to the binary date. Double-check everything with this guide: Please login to see this link.
Tip: It's better to show the event list Please login to see this attachment. rather than the event table.
There is a lot of potential in using "Include Frame" and shortcuts together for complex projects, so it would be nice if the shortcuts were more stable
Yes, the sub-app works on Android. I even use it in my mobile games to make a background on the sides of the game itself on wide screens.
Don't forget, you can see which platforms extensions are available on in the new object creation window.
Unfortunately, I haven't had proper experience with video in Fusion, so I can't make recommendations, but you can experiment and choose the best option
For high-resolution animations it is better to use video. Actives store uncompressed frames, hence the high memory consumption
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The "Include Frame" function is an excellent feature that significantly simplifies development and provides capabilities such as creating a GUI for gameplay, a pause interface, a single frame with all useful extensions, and many other interesting solutions! All of this is designed so that developers don’t have to insert the same objects and events into every frame, as now one frame can be included in another!
Will the user experience with the "Include Frame" function be improved in Fusion build 296? Currently, I am experiencing issues when trying to interact with objects from the parent frame in the child frame or vice versa.
No, don’t get me wrong, all events work with object shortcuts, but there are a number of problems that turn development into a chore or greatly hinder it.
Note 1: The problems are discussed using Frame 1 and Frame 2 as examples, where Frame 2 is included in Frame 1. Frame 2 contains various objects that are used in Frame 1 and all in other frames in the project.
Note 2: Most of the issues listed below are related to shortcuts rather than the "Include Frame" function itself.
Note 3: The problems arise because Fusion is implemented in such a way that each frame has its own object library, while it should be global for the entire project so that objects are accessible everywhere.
There is no direct way to create object shortcuts in the frame event editor by importing, as in global events or behaviors.
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Currently, to create an object shortcut in another frame, the developer has to:
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Note 1: Creating a "Never" event in Frame 1 with the action "Create Object" and selecting an object from Frame 2 half defeats the purpose of the "Include Frame" function. I don’t consider this a solution! Moreover, if such an event is deleted, all events with this object will be removed.
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Note 2: Temporarily inserting an object from Frame 2 into Frame 1 is also not a solution, as it involves unnecessary steps for the developer. Additionally, events with this object will be permanently deleted when the object is removed from the frame. The developer has to cut all events from the frame, delete the object, and then paste the events back, which is also unnecessary work.
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How to solve the problem: Add a column in the event editor with an icon for importing objects from other frames, just like in global events.
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In some cases, when trying to create a shortcut for an object, a bug icon appears instead of the object icon. You have to ensure that both Frame 1 and Frame 2 tabs are open for the object icon to display correctly.
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If you clone a frame, the icons of shortcuts disappear. Copying and pasting the frame has the same effect.
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How to solve problems 2 and 3: Ensure that icons are loaded directly, as in the global event editor. At the very least, this could be tied to the "Base Frame" parameter.
If you create events in Frame 1 with shortcuts for extensions located in Frame 2, under certain circumstances, the shortcuts for extensions may be interpreted as shortcuts for other extensions.
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I tried to reproduce the bug in an MFA created from scratch, but I couldn’t, so in addition to a simple example, I’m providing a more complex one. I’ve tried to annotate inside the MFA (in comments in Event Editor) how to reproduce the issue.
I'll leave mfa examples in the next post!
Perhaps the issue only occurs in complex projects; I haven’t yet found the root cause.
On one hand, I understand why this happens, but on the other hand, I would like a solution to this problem.
When working with object shortcuts, we don’t see the names of alterable values, string variables, or flags, which complicates development.
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How to solve the problem: Ensure that variable names are loaded directly, as in the global event editor. At the very least, this could be tied to the "Base Frame" parameter.
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If any of the points are unclear, I can visualize the problem by providing screenshots or recording a video, or try to explain it better — just let me know!
Considering that Fusion now has such a feature as "Include another frame", it would be very good to be able to import objects (from all frames) to the frame event editor just like in global events and behaviors.
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Maybe it would be useful if you provided the crash log to Clickteam, you can get from Event Viewer, usually marked as an error
Oh yes. Added log to my post
In fact, this problem appeared in previous builds of Fusion. When I try to open one of my mfas, Fusion crashes while opening. But, if I enable compatibility mode for Windows 7 in mmf2u.exe properties, there will be no crash.
Unfortunately, this is all the information I can provide. I have nothing more to describe, only if I could provide the mfa file itself.
UPD:
This is an error log from Event Viewer:
Log name: Application
Source: Application Error
Date: 09/11/2023 16:46:57
Event code: 1000
Task category:(100)
Level: Error
Keywords:Classic
User: N/A
Description:
Faulting Application Name: mmf2u.exe, Version: 3.0.295.7, Timestamp: 0x64f5ef62
Faulting module name: ntdll.dll, version: 10.0.22000.2360, timestamp: 0xb0361fd9
Exception code: 0xc0000005
Error offset: 0x00046f6c
Fail process ID: 0x248
Faulty application launch time: 0x01d9e4b5db924c78
Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Clickteam Fusion 2.5\mmf2u.exe
Path of the failed module: C:\Windows\SYSTEM32\ntdll.dll
Report ID: 84e3765b-2156-4f23-86f7-08f45ceddb77
Full name of the failing package:
Application code associated with the failing package:
Xml events:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" />
<EventID Qualifiers="0">1000</EventID>
<Version>0</Version>
<Level>2</Level>
<Task>100</Task>
<Opcode>0</Opcode>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2023-09-11T13:46:57.2960538Z" />
<EventRecordID>118237</EventRecordID>
<Correlation />
<Execution ProcessID="1996" ThreadID="0" />
<Channel>Application</Channel>
<Security />
</System>
<EventData>
<Data>mmf2u.exe</Data>
<Data>3.0.295.7</Data>
<Data>64f5ef62</Data>
<Data>ntdll.dll</Data>
<Data>10.0.22000.2360</Data>
<Data>b0361fd9</Data>
<Data>c0000005</Data>
<Data>00046f6c</Data>
<Data>248</Data>
<Data>01d9e4b5db924c78</Data>
<Data>C:\Program Files (x86)\Steam\steamapps\common\Clickteam Fusion 2.5\mmf2u.exe</Data>
<Data>C:\Windows\SYSTEM32\ntdll.dll</Data>
<Data>84e3765b-2156-4f23-86f7-08f45ceddb77</Data>
<Data>
</Data>
<Data>
</Data>
</EventData>
</Event>
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I found a bug in the event editor. You can select a folder if it is highlighted in the object selection and if you then press OK button or Enter:
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Perhaps the bug also works in other places where such a window is called.
string will not change even if you change smooth resize feature unless you set the text again and then the texture is rebuilt, this is a heavy task to be performed at every loop
Alright. But what about text pixelation? In previous builds of Fusion (before 294) text looked normal on Android runtime even without smoothing mode. Is there really no way to disable pixelation?
Please send me this AAB.
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