Posts by Linky

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.

    LLMs aren't trained very well on Fusion knowledge, so I honestly won't recommend it for any Fusion related task, and even if it used search, not everything is mentioned on the forums..
    List is a pretty simple object, just check the Help file of it in the About section of the object to understand what each Action, Condition, Expression, and Property does...

    And by the way, wrong Forum to ask, this one is for sharing resources.

    NaitorStudios is currently making a PMO 2 extension that supports DeltaTime

    In my DeltaTime guide, I explained how collisions should be handled step-check fashion to not skip obstacles on high speeds / low frame rates / thin obstacles, or if already handled where every pixel you check collisions, then you don't need to worry about step checks, just about the main collision handling logic, velocity curve, etc.

    You can find info on how such thing can be implemented in the guide, and my Custom Movement examples like: Tank, Bouncing Ball, and Custom Move Safety (Can be found in the Discord server > Resources channel, or if needed, can also post here)

    Anyways here is an example of a custom Platformer Movement with: Slope handling logic with sliding, Multiple instances support, Embedded Hitboxes (Masks), and Animations (No need to understand the core behavior, only check how Player.Control group for reference on how to use it): Please login to see this attachment.

    It's WIP, so there is no DeltaTime support but can be added "easily" (Check my other examples on the Discord for reference), and generally may have some issues, also it's missing some of the features I had planned for it like Coyote time, multiple jumps, Additional Velocity, Moving Platforms support, etc.
    I never got to finish it due to limited time...

    Please login to see this attachment.

    It's true that most of the built-in movements are pretty bad, but why use them?????

    Typically, stuff like Movements should be done yourself anyways, they can get quite specific and differ from game to game, and it's something up to the dev to program...

    I have made many Custom Movement examples and guides before, like: Tank, Bouncing Ball, Flocking Sim, Trillions of Top-Down Movement mfas, Custom Move Safety, Spiral Push Out collision systems, etc. and now making a TMO (Top-Down Movement Object) in my free time...

    I have shared all for free on the Discord server, but would take me awhile to share all here to, so if someone needs to check them, check the discord server > Resources channel

    Hey all

    Is there a way to make the list object show in the frame editor as its icon, instead of the white crosshatched square (see image)?

    Can't be done, as the one in the frame editor is drawn by the extension...
    Only way would be for Clickteam update the object with an option to just the icon in the frame editor (Should be easy)

    GET object is a bit too limited for the ChatGPT or gemini curl APIs, a better go would be Web Query (Also, they mostly use JSON for the data, so you need to use objects like JSON, or JSON++)

    Please login to see this picture.
    Code
    AI: User Send Message: I'm depressed, I see no meaning in life...
    AI: Bot Response: Sounds like you've been staring at your reflection a bit too long. Maybe if you spent less time wallowing and more time doing something productive, you'd find some meaning—like figuring out how to be less of a downer!

    As you start delving into advanced topics, the engine shows it's age, but at least it's still being updated, 2.5+ with all the updates make Fusion much better than the initial 2013 release, but unfortunately there are some critical issues still there, mostly related to how old the codebase is and to keep backwards compatibility...

    • Lack of error logging when it happens leaves the dev confused and rely on guessing with trial and error.
    • Not fully documented, leaving you picking info from many random parts, which is not a very good way to learn (Prime example may be Object Selection, where it's quite feasible, and dare I say, even easy to understand + quite powerful once you get all the main rules, but the main rules weren't properly documented).
    • Official SDK is way too messy than it should be, coupled with lack of documentation, makes it almost unusable if it weren't for the fact that some decided to make Wrappers such as Edif and DarkEdif to make the process more feasible.
    • Lack of functions is quite a big problem honestly, so you left relying on Fastloops/Foreach loops with values to fake functions with parameters, or use extensions like DarkScript, but sacrifice making the codebase of the project more accessible, which especially hurts community examples that should be available for most people.
    • Values system is index based, meaning as soon as you introduce qualifiers into the mix, especially if multiple qualifiers per object, managing them becomes a challenge on it's own so you don't accidentally replace existing values when adding new ones, and rely on stuff like allocating specific set of values, etc. All of this won't be needed if they were name based.
    • While I do appreciate the philosophy behind the engine where it leaves you doing a lot of stuff yourself, therefore have maximum control, and generally become a better programmer, but it went a bit too far, as the engine is missing some features that are considered as standard nowadays in any engine...
    • Windows rendering is quite limited, so stuff like Zooming out and rotation ain't possible without bad hacks + lack of performant ways to do stuff such as light rays.
    • Strings are very limited in Fusion, and may be the most limited aspect about the engine, they are too basic for modern needs.

    What makes Fusion special is the event system, which may possibly be the best interpretation of visual scripting I seen in any engine, so that's a huge plus, and is basically the main reason why I chose Fusion even tho I already know how to code, it's because i'm more of a mice person, and do appreciate visual scripting more as it lets you focus more on programming rather than writing syntax.

    Additionally, consider utilizing the include frame feature

    For example, you can have an "Assets" frame which includes common objects you want to hide away or just manage in a separate frame for organization

    As you may have already known, include frame basically copies over the objects, and events from the included frame, to the frame that includes it at build time (from child frame to parent frame)

    But do note that if you have objects with the same names in the included frame and the frame that includes it, you would end up with duplicate objects if one if them is created at start and the other not, and generally may mess with things, so be careful + you can avoid it while still having the same object in two frame by unchecking created at start for BOTH, and creating manually at runtime, OR checking Don't include at build time for one of them (and also be careful with this one and don't check the option for both, or you would end up completely removing the objects from your game at build time, and any associated events with the ignored objects are gonna break or even cause crashes and other weird behavior)

    I think one of the best ways to organize visually is to utilize Active System Boxes that are not created at runtime (or even better, not included in build time) as any changes are seen through the editor...

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    I also find them very useful as spawner for objects

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    By the way for the people trying to get it work with LadyBug, and API 34, Target 14, first try this patch: Please login to see this link.
    If doesn't work (Don't know as I didn't try due to fixing the problems manually on my side and already having an early version of the 296 runtime) then check this big discussion on discord on how to do it manually: Please login to see this link.

    Thanks, already done and it gives the same error:
    Please login to see this attachment.


    I think the Manifest package is missing for the BlueWing Server..

    For people wondering, all is needed is there is enabling the Internet permissions from app properties, and the error file mentions it...
    Also, it's mentioned in the docs under the Platform notes page:
    Please login to see this attachment.

    There are many problems with the example:

    1. The entire method isn't recommended, as you can simply store the random position in an alt value for the yellow object, and check if the Y position of the object surpases it, meaning no collision checks would be needed + simpler, faster, and more reliable
    2. Collisions are checked between a physical object, and a non physical object, which is a bad practice..
      While Fusion tries to add non physical objects to the world and check collisions, it ain't reliable, and problems can occur, like in this case, it's refusing to add the object to the world properly for it to be checked after FV is negative
      You should always check collisions between two physics objects, or go for an overlap check if really necessary
    3. Red casing is too thin, and the collision may be missed, especially if the display factor is big, velocity iterations are small, yellow object is going at a fast speed and/or on a low fps + Bullet collisions aren't checked for the yellow object, meaning even more chances of the collision being missed...
    4. In event 6, things can go very wrong because while you already selected the yellow object via the collision check, you doing it again for the red casing thing in the ID comparison...
      Basically, the event wouldn't work as expected if multiple red casing exist while a collision happens, because the selection is done in a wrong way..
      Fusion already selected multiple the yellow object via the collision check, for you to check the linked red casing, you should compare the ID of red casing to the Fixed Value of the yellow object, and not vice versa..
      Why? because in Fusions, expressions can only select a single instance at once, while the object picker can select multiple..
      Basically it's a multiple vs single situation, so if you already selected the parent, you now should select the child, but make sure you compare the children against the select parent and not vice versa... (That's also why foreach loops can be required for multiple vs multiple checks)

      Please login to see this attachment.

      Please login to see this attachment.

    Please go over the docs to understand how to deal with Box2D physics:
    There are 3 types of physics docs

    • Tutorials: Help > Tutorials (Quick Physics, and All Boxed Up)
    • Movement docs: Help > Contents > The objects > the commons properties > Movements > Physics
    • Physics objects docs: Help > Contents > The objects > Inventory > Physics objects

    (Physics object docs can also be accesed for each individual object by clicking the help button in the about property tab of a physics object)
    * There are also community resources that can be found on the discord, forum, and sites like Xable

    Hi
    For training to make an extension , i am working with TTS;

    You can set text, language , speed, and pitch speak text;
    Japanese not working , but french,english,italian and german areworking;

    Please login to see this attachment.

    So stay tuned , this extension will go to click store after finished (sorry i must ask a little contribution), make an extension take very very time and night of work.

    Regards

    That's great, looking forward to it!

    Hopefully you figure out languages with non latin characters, like Japanese, Chinese, Arabic, Hebrew, etc.

    It should be extremely simple:

    - Install the fonts FOR ALL USERS (It's very important to install for all users not just normal install, and jf Windows 11, you can find the option in older context menu when clicking show more option, or shift+right clicking on the font file(s) )

    - Place the object in the frame, no need to add any events

    - Modify the properties of the object to include the fonts

    - Build and it should be good to go...