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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!
I won't be uploading that .mfa because, well, it's just a default project with a sound that plays automatically (I've tried every file type already, it's not that).
Sometimes the best and quickest way to fix a problem is to upload an example of what's not working rather than having us try to figure out or imagine how all the available options are configured in your MFA.
It's also possible that it's your own sound file, but if you don't upload it, we'll never know.
I'm not very good with Fusion2.5 and have come across a problem I don't know how to fix. I have a very small platformer where my player gets stuck inside the platform (background-obstacle) if he doesn't hit it with his feet. Player is only 16 pixels high.
Anyone know what's going on?
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Due to the shape of your character you may have problems with collisions if you have the fine detection option enabled in your active object, it is better to have it disabled.
Or you can use another active object as a collider.
The active object that responds to controls must be a rectangular invisible active object, you must paint it completely to make it a solid block .
and then create an event so that the active object containing the character image is always in the same position as the invisible active object that is the one that actually moves and collides.
I noticed in theme editor I can put larger than legacy 32x32 icons for internal objects. Rendering was surprisingly nice everywhere the icons appear as you can see in my screenshots. It could be nice to add an option that allow to use larger icons on objects. Tiny legacy 32x32 icons aren't alway easy to understand quickly and I'm sur it should not be really complex to allow users create larger icons on objects.
I think it could be a great quality of live change.
I would like to see the icons bigger too, but I think that is not possible because the icons of the objects are established when the extension has been created.Maybe they could add the option to rescale them from 32x32 to 64x64.
It would be nice to have a secondary panel like this for the Fusion debugger, where you can see only the variables that you indicate and not the entire object.
Select a comment first. It will try to create the event inside the comment. It won't create any visible event at all, but the event will still be in there somewhere, invisibly. It will prevent you from deleting related objects. And possibly there might be other unintended consequences.
I did it, and if the event appears, I don't have shortcuts, I did it from the menu.
Before someone can make your object with its new functions, they first have to successfully replicate all the features of the existing active object, as a base to start from. That includes graphical editing, full animation system, spritesheet and .ANM file import, shader support, and much more. I think that's a much more complicated and time consuming task than you give it credit for.
That's true, so it would be better if Clickteam did it.
Or maybe Clickteam could provide the active object code with the SDK so that someone can create a new and improved object.
I think that in addition to a SuperActive Object, another simpler and lighter version of the asset could be created, SimpleActive.
Could it be created, for example, without the predefined movements to get a better performing ?