This is great, but one of the (quite many) reasons I jumped ship to Godot (which is 100% free!) was the lack of controller support - why hasn't this been a priority for Clickteam to resolve with a supported built-in solution? Isn't "stable support for a modern controller for video games" deemed important for a game engine?
Posts by Progject
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.
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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The idea of using a game engine focused on 2D and having to make your own level editor for it is just obsurd, I always thought this. I don't think any other engine in 2021 even had this issue with people making level editors being the norm, unless the level editor is a feature for the enduser to play with.
I have decided to remake my project using Godot now - but I was fully committed to using Global Events with a "master" reference frame that contains everything.
With even the most modest of modern PCs, event "bloat" shouldn't be a problem. What I did was split everything into groups, for example each enemy had it's events in a subgroup and that subgroup is only activated if there are more than 0 instances of that enemy.
Making your own level editor may be a fun side project, sure, aslong as your project is fairly simple, with a pre-determined ruleset like a puzzle platformer, but if your game is a bit more vast in scale with cutscenes and one-off events happening everywhere, I'd just use the frame editor and global events.
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Hi Yves - My project is huge, I can try to isolate the problem and recreate it in a new project - otherwise, trust me, you would be sifting through a crazy mess.
What's weird is, if I just add the event "[The Active] Animation Stopped has finished > Destroy" it works, but it doesn't work under "[Qualifier] Animation Stopped has finished > Destroy" - but all other actives under this qualifier work fine with this logic.
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So to be clear, this is functionality that I've had in my game for over a year - when enemies attack, they quickly spawn an invisible hitbox object at the Action Point of the enemy on a particular animation frame.
I add this object to an all-encompassing qualifier and this qualifier has an event for when Stopped animation is finished, destroy it. I put hundreds of Actives in this qualifier to save time, things like explosions, dust effects, anything that animates once then needs to get destroyed.
So I updated to the latest beta and suddenly I'm running about getting hurt by invisible things. I realise now my hitboxes are not getting destroyed anymore.
To remedy this, I added an event specific for this object to ensure it is destroyed when Stopped animation is finished.
This is weird though. I have many actives that are destroying fine under this logic.
Any ideas what happened here? My project is absolutely disgusting now, I've been working on it since 2017 and it's so big I feel like weird things are just breaking...
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Thought as much. I try not to use shaders if I can help it. Unless the RGB Coef function uses DirectX anyway, then no big deal.
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I'm using Fusion 2.5+ and my entire "main engine" is coded in global events - with a frame set as the base frame. The only remaining complaint is that each frame has to include an instance of every single object that will be used... (of course, you can set them to not create at frame start, but this is still an annoyance).
Overall, this is a great alternative to creating level editors. I'm going to be super controversial here and say that I don't understand anybody that bothers to make a level editor now - in a complex game with lots of things going on, cutscenes etc, it must be a pain to create.
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I'm using RGB Coefficient to make certain objects flash when hit - ideally I'd like to make them flash white, but I've had to settle on something like red (e.g. Set RGB Coefficient to GetRGB(255,0,0)) but I can't figure out how to make something flash white. I suppose it's not possible by playing with RGB Coefficient?
anyone else managed to make an object flash white?
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Is it recommended to enable or disable this? Long time clicker here - but never touched this option.
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I make pixel art games running at low res - always have done. So for the last ten years or so I've always used the Ultimate Full Screen object to be able to render in fullscreen and maintain performance and not mess with Window's own resolution. Happy to keep using this extension but is it still necessary nowadays with Fusion 2.5+?
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Hi Progject,
its easy..........just click the colour swatch to another colour and the background changes.
Ah I just figured it out. You have to right-click the palette and it uses the background colour. Thanks!
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Also! Wouldn't be great if we could choose to preview it with a zoomed in view? x2, x4 or x8 etc.
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Before I get asked why I use Fusion's sprite editor - I use Aseprite for almost all my art, but for simply things like effects and whatnot, I just use the sprite editor - it's not THAT bad after all. This is becoming a pain for white or brighter coloured animations.
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Is there a way to change the background from white to some other colour for the animation preview in the image editor? If I want to animate something white, I basically can't preview the animation... also it makes it tricky manipulating frame orders in the frame view too.
If not - feature request please!
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Hehe, not sure if [MENTION=30815]Progject[/MENTION] was agreeing with me or not, but anyone who knows me knows I'm a big [MENTION=15682]Volnaiskra[/MENTION] fan! VolCam came about after I asked if there was a capable Fusion extension for smooth camera lerping, and within a week or so he'd managed to graciously fork the Spryke camera system and package it up as a user-friendly Clickstore asset. I know he (and most Clickstore sellers) don't make their wealth from asset sales, so I always try to plug his stuff when I can and VACCiNE is invaluable for controller support.
Anyways, don't want to derail this thread! Would be very interested to know if this object is a worthy replacement for the existing joystick extensions.
Sorry I was unclear - I was agreeing with you
I use VACCiNE and VolCamera, both are invaluable to my project.
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I think in the case of VACCiNE, [MENTION=15682]Volnaiskra[/MENTION] spent a considerable amount of time implementing a very complete system that allows for an out-of-the-box working solution to multiple types of controllers, and I think if you asked him, he'd tell you that he hardly profits a great deal from clickstore sales
I was gonna say, this is quite disingenuous, Volnaiskra is doing God's work things like VACCiNE which has enabled me to actually remain developing my project in Fusion.
I'm currently way busy, has anybody tried this? Is it a worthy replacement for the current offerings?
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If your game is a low-res pixel art game you could probably do a nice Metroidvania in one frame.
God, that would be an easy life in so many ways...
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I'm pretty sure the "sigh" from Danjo reflects that Fusion still cannot handle gamepad objects properly and is extremely behind the competition in this aspect.
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Arrays are a pretty universal thing in programming - think of it as storing data in a "table" - here is a randomly Googled tutorial: Please login to see this link.