Posts by Rhadamus

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.

    I already posted this on the Discord but I'll post it here as well just in case:

    On Android, if a shader file uses LF line separators instead of CRLF, it will crash the application at load time. The getVertexBlock and getFragmentBlock methods in CEffectBank try to use the index of "\r\n@End" in the substring method, which causes the crash with LF files since it doesn't exist, and the if guard only checks if "@End" exists. The "\r\n" should probably be removed.

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    Yeah, seems like replacing OHeight with a hardcoded value fixed it, but the issue you described isn't really what I was seeing.

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    The Y position was set properly (the numbers are aligned with the circles) but setting the counter and the X position wasn't working. No clue what happened here, but at least it's fixed now.

    Not sure if this is a bug or intended, but "Create object at" doesn't add the new object into the object selection. This code here doesn't work properly unless I replace "Create object at" with the normal "Create object" action.

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    Have you checked this example?
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    That example creates the matrix in the shader, which is what I was hoping I didn't have to do, but oh well, guess I don't have a choice.

    I really hope Yves considers adding better vertex shader support on Windows, particularly for DX11. It's kinda weird how mobile and Mac got full vertex shader support before Windows.

    So I started experimenting with vertex shaders today, and I tried to make a simple shader that scales an object. But I just realized that I don't know what the name of the model-view-projection matrix is, or if Fusion even passes it to shaders.

    There's no documentation on this, and there are almost no vertex shaders for Fusion I can use as examples (and the ones that did exist are in dead dropbox links). Please login to see this link., Yves was going to add the MVP matrix in the next version; did that actually happen? I haven't found any posts mentioning this ever again. Without this matrix it's pretty much impossible to make vertex shaders. I know I could calculate it myself, but it's pretty annoying to do and it would waste instructions in the shader so I'd prefer using the MVP matrix that Fusion passes to the shader (if it exists).

    About the include frame feature, it'd be nice if Fusion imported the objects of the parent frame into the child frame's event editor like this:

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    Currently if I want to add events to the child frame which reference an object in the parent frame, I have to create the event in the parent frame first, then copy it to the child frame, which will import that object into the event editor. It'd be nice if Fusion imported all of those objects automatically, or at least have a button to import objects like in global events and behaviors.

    I found a few UI issues in this build:

    Combo boxes are too big. There are some places where they will overlap with other UI elements. I don't think it was like this in the previous beta.
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    The data elements window has issues with resizing. Making it bigger works normally, but making it smaller causes it to appear messed up.
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    The application's icon still isn't displayed in its properties. This issue was present in the last beta as well, but it worked properly in 293.
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    I've noticed this a while ago with the Perspective object. When you have an object that samples the background on a layer with an effect/RGBA coeff, the object will only use the background of that specific layer.

    When you apply an effect/RGBA coeff to a layer, Fusion will render all of the objects of that layer to a separate surface. That surface is then rendered onto the main application surface with the layer effect.

    The background texture of an object is just a copy of the main application surface, cropped to the portion of the screen occuppied by the object. If the object is in a layer with an effect though, Fusion will copy the layer surface, not the main one.

    Nope, there isn't. Currently, the only way to use older builds is to convert your Steam license to a standard license (which costs money) and then download older versions from the owner's lounge. However I'd really like if Clickteam made it possible to downgrade the Steam version as well. I don't get why it hasn't been done yet.

    On Direct3D 8/9, toggling antialiasing on in the string's display options will do it. (for some reason this option is reversed, having it off will enable it, while having it on disables it) If you're using Direct3D 11 then I guess you're out of luck, since the antialiasing option doesn't do anything yet in that mode. I don't know any extensions that can do it easily either.

    Bug found: Load animations is broken when "Optimize image size in RAM" is disabled.

    I exported an object's animations and tried to load them into a separate object within the same MFA. The animations refuse to load no matter what. Enabling optimize image size and exporting the animations again fixes the issue.

    MFA file: Please login to see this link.
    ANM file: Please login to see this link.