Posts by GlitchyDust

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.

    Hello,

    I found a bug with the Advanced Movement extension in the event editor. on a "distance between two point" event if you double click on an specified object to change the actual object then select another object. It didn't apply the change. you need to redo the event.

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    //FrUm GlitchyDust!!1!

    Hello everyone again,

    here's what I found out about this bug. I tried to remove some option in the game proprieties and when I remove the "Heading" in the Window Option the bug got away. so the "Alt" button is surely linked with the Heading. The thing is that I want the heading in my game for player to close the game easily with the "X" button. I also use Windows 11. In Windows 11 there is no "menu bar" showing whatsoever if the Menu bar option is enable or not. (I need to use the action "Show Menu bar" in the event editor to show up). If I do so and the "heading" is still not active the bug come back so the bug is about more the Menu Bar than the actual Window Header.

    Then I tried some stuff out with the "Advanced Menu Object" but I didn't find anything working out to remove this bug. I tried a lot of combination and the only thing I can get is to disable the "Heading" for now until this is fixed.

    I hope someone will respond to this message.

    Have a nice one everyone!

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    //FrUm GlitchyDust!!1!

    Hello everyone,

    I've got a bug for years with the "Menu Bar" in fusion and at the moment I'm using the Build 293.10 Steam Version. It was suggested by NaitorStudios to post on this thread since BugBox is Offline.

    The actual thing is that the "Menu Bar" behavior with the "Alt" button is weird. Even if you keep the "Menu Bar" enable or disables or even if you change menus in it or keep it the defaults option the bug happen.

    The bug itself is that the Application is "Pausing" or "Slowing" depending on the option of "Run while minimized" and "Run while resizing" is toggle or not when you press the TAB button.

    To make the bug happen, change the application window with ALT-TAB for example then come back to the game and just press ALT. The application will pause. You absolutely need to defocus the application and refocus it.
    (You don't need any Fullscreen mode or anything)
    If you use the option "Run while minimized" and "Run while resizing" in the game properties the game won't "Pause" but the game will be laggy with about 30 FPS visually and practically it output that the framerate is actually about 30-40FPS

    I tried a lot of thing to make a workaround it with extension and such but I didn't find any solution yet. A workaround might do for now but it seems that many Fusion game suffer from this and some developers might not even know. (At the moment there is no such way to completely disable the "Menu Bar" it's only possible to not show it and you cannot even remove everything inside of it because it come back if you do so. It's been for years)

    Here's an MFA file with the same information in it. Please login to see this link.
    (There is also the attachment here : Please login to see this attachment.. If the link is not working at the moment that you wanna download the example, message me for the MFA)

    Side notes : I've tried other Fusion game like Inexistance and it seems to do the same bug, Then I tried FNaF 3 and it didn't. :o

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    //FrUm GlitchyDust!!1!

    Hi everyone,

    This is sure an old thread here but I was searching around for a basic EQ for "ogg" format or mp3 format. this kind of extension will be praised by many. It's been years since Clickteam really updated the audio functions. the only "big" add was back when the "Panning" was added and the "mp3" format was added.

    A simple EQ with a high pass and low pass filter would be so much appreciated. it can make tho (pause menu, underwater level, boss fight, explosion, gunshot, etc.) way more interesting to be honest. So many games nowadays have this kind of design and I can assure that it's implemented inside engines nowadays. Back in 1990, it would be "ok" to set 2 music simultaneously and fade them together to get this desired effect. messing with the "Bass/mid/high" of a sound can be done by code obviously, that how any EQ plugin does it in DAWs. The thing is that it doesn't need to be fancy to get a special effect.

    That said. I know Clickteam is working on CF3 for years now and stuff. I'm just wondering if I will ever be able to have more control inside the engine about my game sound. I find it kind odd to work with a "Modern" engine that might lack a bit of the basic stuff. (Games are made of : Art / Sound / Conditions). My point is that absolutely need a rework not to be rude.

    Alright, take care y'all!

    The counter object is weird.

    I'm not currently in fron of Fusion 2.5 but if I recall correctly, there is an option in the proprieties of the "Counter Object" that need to be checked to make counter eligible for "Float" values. (Float = Values with decimals.). I don't know the name of the proprieties but it might be somthing like "Enable Decimals".

    I'll check this out soon and come back later for the information.

    Hello there,

    If I recall correctly, the "Array Object" can do that. This is the object I always use when I want to do save data.

    With the Array Object I tell the game to put some data or value in it. Then when I want to make it save I tell the game to "Save array to files" and put it like this :
    Apppath$+"Save.SAV"
    Remember that Apppath$ is the expression to tell in witch file the game is currently run from.

    *** Be sure to select Value array in the proprieties of the object if you want to put Values in it instead of text, I always forget this ***

    Have fun doing stuff!

    I really don't wanna be rude or anything. But Thank you a lot for this... it's been 10 years since that was an issue and this pissed me off back on windows XP to see that the exe wasn't unpacked. And every time I build something nowadays it triggers a false positive on any GameJam and stuff. I want to be more serious about game development and that was such a HUGE issue with fusion for a long time now.

    Quote


    - Windows build: new "Unpacked EXE" option in the Windows property tab. If this option is selected, DLL's and extension files are copied to a Modules sub-directory (you can change the name), and the app data are saved to a .DAT file with the same name as the EXE, this may reduce a bit the risk of false positive. You can use this option if you get false positives in the future and don't need a single EXE without other files. However, the best and most secure solution to avoid false positives is signing your EXE with a code signing certificate (not free), and not use this option so that your app data is signed too.

    It is greatly done! it's subtle and works with my tester that has Bitdefender on his computer and kept blaming me for the false positive! Huge thanks!

    If I have something to say about it, is that maybe the Unpacking can rename the ".mfx / .mvx" file names with other names that the current ".mfx" extension to be more subtle? I got "pinball.mvx" and that might looks weird for gamers to see a name like this in the game files lol.

    Hello everyone here!

    First of all, thanks to Fernando for helping with this topic. I finally got my fonts working! The thing is that you should absolutely add those PREREQUISITES to the help file of the "Android Font Packer Object".

    I found by this topic that you MUST need those PREREQUISITES in order to embed a font properly into any APK. I'm here to help everyone who took 10 hours like me to figure out something that clearly needs more simplicity. Almost every game needs good text and good fonts.

    Here are the Prerequisites I found in order to get this working:

    *******************************
    ----- YOU ABSOLUTELY MUST -----

    • Fonts Embedability needs to be INSTALLABLE. (You can found this in the proprieties of the *.ttf font on windows in the details tab).
    • Fonts need to be TTF files
    • READ EXTERNAL STORAGE must be enabled in clickteam fusion Android Proprieties.
    • The Fonts MUST be installed for ALL user by Right Click > Install for all users

    ----- YOU ABSOLUTELY MUST -----
    *******************************

    My post is a suggestion to add those informations in the Help file of this object because I read 10 times the help file and didn't work this out.

    Big thanks to everyone in this thread!

    Hello,

    I hope I'm not that late but I found a problem with Steam Big Picture. I used VaCCINE1 and it was amazing. This one too by the way. The thing is, I'm using my PS4 controller with steam big picture for playing games a lot lately and I use CF2.5 on steam. The actual but is that Steam take over any input I make in the VaCCINE2 Demo. I mean that in the runtime demo, no input is working at all if my Steam is open.

    The only way I worked around it was by disabling my PS4 controller from Steam Big Picture, removing every controller instance from Steam then repluging my controller into my PC and then rerun the CF2.5 runtime.

    I know that is really specific but if we, all developper, use VaCCINE2, this bug may occur for the players of our games. This but won't be "Clean" for a simple player. There might not be any fixes but I hope that there's a workaround.

    //Luv frum GlitchyDust ♥

    Hello,

    I hope I'm not that late but I found a problem with Steam Big Picture. I used VaCCINE1 and it was amazing. This one too by the way. The thing is, I'm using my PS4 controller with steam big picture for playing games a lot lately and I use CF2.5 on steam. The actual but is that Steam take over any input I make in the VaCCINE2 Demo. I mean that in the runtime demo, no input is working at all if my Steam is open.

    The only way I worked around it was by disabling my PS4 controller from Steam Big Picture, removing every controller instance from Steam then repluging my controller into my PC and then rerun the CF2.5 runtime.

    I know that is really specific but if we, all developper, use VaCCINE2, this bug may occur for the players of our games. This but won't be "Clean" for a simple player. There might not be any fixes but I hope that there's a workaround.

    //Luv frum GlitchyDust ♥

    Thanks.

    I read a bit about CORS. I really don't know anything about CORS yet. So it's really difficult for me to understand that the GET function will only work from the server. What does that really mean?

    If it works on my own computer and doesn't work on the Newgrounds server I don't really see the origin of the problem here?

    I see that in the error you mention it came from the server name that is not authorized in my PHP script.
    $mysql_servername = "localhost";
    does that mean I need to change the name for the true server name to be working?

    Do you have any hypothesis on the solution other than that? because I don't really know another solution for now since I'm not used to CORS.

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    EDIT:

    I use 000webhost and my SQL database hostname is not shown. It sais only "Localhost".

    Please login to see this attachment.

    I then Allowed every origin in my PHP file by adding this line

    header('Access-Control-Allow-Origin: *');

    and it returns me this warning:

    Warning: Cannot modify header information - headers already sent by (output started at /storage/ssd5/534/13581534/public_html/getenter.php:1) in /storage/ssd5/534/13581534/public_html/getenter.php on line 13

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    EDIT 02 :

    I found my solution! I allowed everything and put ob_start(); to buffer the header before getting any output in my PHP code! Here's the code:


    //THIS IS USED TO TELL THE OUTPUT TO BE WORKING ONLY AFTER THE HEADER
    ob_start();
    //THIS HEADER IS TO ALLOW EVERY ORIGIN WEBSITE TO COME INTO THE PHP.
    header("Access-Control-Allow-Origin: *");