Hi!
I would like to use Clickteam on my Steam deck. It works fine until i try to build the app, I then get the message "this application has been built with an incompatible version of clickteam fusion". I tried every Proton compatibility version. Same thing when building a new app without any extension.
Do i miss something? I really need it to work...
Posts by Kroutt
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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I already tried all of this, I got the same result. I think I resolved the issue for now, I was using Directx9, I switched to Directx11 and everything seems fine currently
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I can't even get a pixel perfect resolution even in windowed mode, except in x1 scale. At x2, x3, x4... my pixels size become inconsistent.
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Hi! I tried a lot of things like Windows Control object, or Ultimate fullscreen, but whatever I tried I can't get what I want:
My project is a pixel art game where I want to have a visibility of 400x240 pixels.
Then I want get in Fullscreen, and zoom (x4) my game to have the biggest picture possible on screen, with black borders (because 400x240 isn't an integer scale. Every in-game pixel must be equal to 4x4 pixels of my monitor. )But every time, the game pixels are inconsistents. Some of them are 4x4, some others are 4x5, and it's is really ugly...
How do I achieve a consistent pixel perfect resolution in fullscreen? With each of all my pixel the same size, and black borders?
Here is an illustration of the issue: In fullscreen, Left is what I want, Right is what I get Please login to see this attachment.
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Thank you for your examples! I was doing something similar but not properly... So, for now, for each "weapon" I have in my inventory, there will be the same amount of "weapon" created in the next frame.
The next problem is : They lost their alterable value, so they act like non-picked object (their first value determine if they are on ground, or in a slot in my inventory. When I go to the next frame, the "weapons" created have this value at "on ground"), so they aren't in my inventory and they don't have the same stats anymore. Is there a way for those new created "weapons" to retrieve all the alterable value they "had" in the first frame?I did the Global Object way, copy/paste all my "weapons" to all frames, but it doesn't work for newly created "weapon" dropped by a dead "bad guy".
I'm trying save the alterable values of my "weapons" to my inventory slot (Global objects), and making them create "weapons" in the next frame and redistribute the alterable values they got previously
(If this doesn't work i'll try to do an example mfa) -
I like the idea of Counting the objects at the end and re-create it in the next frame, I will go this way but I don't understand how counting works yet : I found "Compare to the number of "weapon" there is", but how can I get a number of how much "weapon" there are in the actual frame?
Otherwise I add +1 to Global value "number of weapon I have in my inventory" and at start of a frame, I create a fastloop "create weapon X time" where X is my Global value, but I think there is a better way to achieve thatEDIT : I found the NObject function but I want my Global value to retrieve only the number of "weapons" who have their alterable value A > 0. The other one have -1 because they appear on the frame but I didn't add them to my inventory.
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For the second half of your advice : It's already like this, so my hero conserve the stats between frames, but he no longer have the weapon with him and the alterable value "equiped" still show me 1, so I can't even equip something else.
I found out that if I make my balls Global, I need to create as much balls in the next frame that I got in the previous. They conserve their values, I don't know how... Maybe I should create a system that count how much balls I have and create as much balls at each frame?
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My character is a global object, that is not the issue (His statistics are placed in a global object and he retrieve them when he need it)
The problem is that the "weapon" i gave him on a frame disapear when I go to another frame, and so my hero lose the stats the "weapons" used to give him in the previous frame. Here is a screenshot: The colored ball are my "weapons" that i give to my hero from my inventory (right). If they are "equiped" they share their stats with my hero (left)
So when I go to another frame, I need to save those equiped objects ad get them again, otherwise my hero lose his new stats.
And as my "weapon" is just a duplicated object, but with other alterable value, I don't know how to save and re-create it the best way. I want to save each other "weapon" I have in my inventory too (left). (Each ball is a "weapon" with 10-12 alterable values that I need to save)Please login to see this attachment.
EDIT : My "weapons" are not Global, because they mess with each other when I go to another frame.
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Hello everyone, my first post here,
I'm stuck.
Here's my problem:I'm working on a little 2D A-RPG rogue-like game. I created an object called "weapon", with multiple alterable values (ex : Level, Power, Stamina, etc...). Sometimes, when my hero kills a "bad guy", an event activate : Creating an object "weapon" with randomly generated alterable values. (ex : Level : 2, Power : 5...). I can pick this "weapon" and add it to my inventory and my hero will get those alterable values. Everything works as I want. But now, I need to think about a way to save and load this "weapon" when I go to an another frame. I just need to save all the alterable values of the item and retrieve them when I go to another frame (or re-creating the same "weapon").
And I searched for days to find a way to do it, without success...I read about Array, but I'm not sure if this is what I need (and how to use it for what I want to do). I tried to use the Save Game Object, but it doesn't work (maybe the fact that my "weapon" is an unique active object, but duplicated with different alterable values).
If someone can give me some advices or ideas, I will be soooo grateful!