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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.
I think it probably adds it to the selection ok. I think the problem is most likely this:
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I've been caught by this myself before. The problem is that in the highlighted bit of the expression, you're referencing a counter that doesn't yet exist (because the action hasn't executed yet since Fusion is still midway through reading and processing it). So the first time the loop runs, OHeight will be 0. I guess the subsequent loops should work properly (they will reference previously created instances of the counter, which is not what you intended, but since all the instances presumably have the same height, this shouldn't matter). When you use the old create method, you position the counter in a separate action, after the counter has already been created in a previous action, which is why you don't get this problem.
If the height of the counter will never change, then just hardcode that piece of the expression. Otherwise, Y position it in a separate action.
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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.
Have you checked this example? Please login to see this link.
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.
The text in the image editor is WAY too small. I know Yves mentioned this was intentional, but it makes things much harder to read for me and I really think it should be increased a bit.
Could we get the ability to select multiple actions/conditions in the event editors and copy/paste/delete them all at once in a future build? I don't know if it's possible in 2.5 but I think it would be a great improvement.
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. Please login to see this attachment.
The data elements window has issues with resizing. Making it bigger works normally, but making it smaller causes it to appear messed up. Please login to see this attachment.
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. Please login to see this attachment.
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.
From what I've tested, Fusion refuses to use higher quality icons if they have an alpha channel. If you change them to use transparent colors then Fusion will display them.
What about objects with shaders? Does it still use spritesheets for those? If yes, is it possible to display other sprites in the sheet by changing the texture coords in a shader?
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.