Posts by punchbird

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

    A few years ago I modified an old text blitting example by Chris Burrows. It worked well enough but for my current project I needed some more features. So here is an example MFA of my new Text Blitter. It should hopefully work on any platform!

    • 3 active objects (text blitter, input blitter, and text character)
    • String Parser object
    • Edit object (for input blitting only)

    The MFA also has examples of integer scaling and a pause/options/dialogue menu using subapps. These use:

    • Window Control object
    • Layer object
    • Subapp objects

    Aside from basic text blitting I added some nice extra features:

    • left/centre/right alignment
    • 3 blitting modes (top down, bottom up, and top down then scrolling up)
    • autoscroll for the latter 2 of those modes with adjustable scroll speed
    • text size scaling (and if no scaling is present, it skips the scaling process to save time)
    • more stuff

    I hope someone can find this useful, it shouldn't be too hard to use and I made some detailed instructions. I have tested it a lot and I think all the bugs are taken care of. But if you find one, let me know!

    Another question then

    Would Newline$ have a length of 1 on non-Windows platforms, and a length of 2 in Windows platforms, in the context of Clickteam fusion?

    I plan to use this blitter on multiple platforms, so I'd hate for text to look messed up on a Mac for instance

    I have considered just going thru the text and removing and ascii=13 characters, since my blitter looks for ascii=10 when processing a line break

    I am trying to sort out detecting line breaks properly so I can align up scrolling text to the top of the frame, and until recently had been using ascii=10, which obviously creates some issues (which I now understand the cause of!)


    Edit, I solved my line spacing issues. I just told it to skip over blitting ASC(13) characters. yeehaw! Thank you for pushing me in the right direction PHI

    LOL Phi you are absolutely correct. I learned something today big time and it has been a source of "TF is going on here?" for me for years while working on this text blitter (well, I stopped for a long time and then recently began adding some new features I needed/wanted)

    I had been adding asc(10) when I need to instert line breaks dynamically to the text.

    I suppose then, that Newline$ has a length of 2?

    Interesting! And a new can of worms just opened that I need to address :D

    Hello!

    I am wondering, does CTF add a space along with a linebreak if you insert one into a string? (using newline$, or using string parser and adding ascii=10)

    I am putting the finishing touches on my custom text blitter for my project and seem to notice this.

    Just curious. Almost finished this thing thankfully :D

    Here is some text from the help file about it:


    HIDAPI: Enable Bluetooth PS4/PS5 ext. reports

    Default: Disabled.

    PlayStation 4 and 5 controllers have two reporting modes: extended and basic. Usually, basic reporting is used, which does not allow Rumble in Bluetooth, although it does allow it if the controller is plugged in via USB.

    If extended reporting is used, any joystick-using app that uses DirectInput to access controllers will not be able to use the PS4/PS5 controller.

    The controller won't switch back to basic reporting until it is powered off and back on again.

    Enable this property if you want to use rumble on Bluetooth PS4/PS5 controllers (and don't care about bullying older apps).

    Thank you for showing interest in my game. Here it is:
    Please login to see this link.

    Although the design is quite simple and not very polished, it's an RPG with enough content to take thousands of hours to fully complete.
    To minimize loading times during frame switching, I intentionally kept the frame structure minimal, which resulted in a large number of lines.
    I focus on compact event structuring and efficient event group management to optimize performance and prevent unnecessary processes from running.

    That sounds like an incredible scale! I can't even imagine what a project that could potentially reach 2^16 might look like, but I'm sure it's something amazing.
    Wishing you great success!

    I appreciate your quick response! I'll follow your instructions, apply the fix, and test it out.
    Thanks a lot!

    SONNE Hey, I downloaded your game onto my phone. It's great!

    Hello!

    I am trying to build this Windows app, it has been working fine up until now!

    I get this message now:

    Please login to see this attachment.

    Obviously these are all windows compatible extensions, and I haven't had any issues building the app previously!

    Any idea what is going on?


    edit: I have fully uninstalled and removed any trace of CTF2.5 from my PC (registry, appdata, and Clikcteam itself) and reinstalled... still having this issue!

    btw question, is it the Window Control object? also what is a subapp?

    IT does use the window control object, as well as a sub app object.


    So the sub app object lets you run a second (or third) app within your app. It can be useful for lots of things! But I use it specifically to allow for integer scaling:

    - you launch the main app, which launches the game in a sub app right away

    - the main app can be resized to whatever size window/screen you want.

    - the sub app gets resized to the largest size that will fit within the main app window, without altering the aspect ratio. So you can get letterboxing if say the screen is 16:10 and your app is 16:9. But it keeps your pixel art looking exactly as it should


    Just incase you don't know, integer scaling is only allowing your images to be scaled with... integers. So 1x, 2x, 3x, and so on. When you scale low-res pixel art by a non integer, say 1.5x, things start to look weird.

    I also have a pretty fleshed out text blitting engine as well. I am deciding whether or not to add one last feature to it Then I will upload the whole example!If you are making a pixel art game, you might find the text blitting useful as well


    edit: I added the extra feature (autoscroll) ^^

    I'll find a place to upload the MFA

    Are you also using Ultimate Fullscreen to solve the issue with integer scaling? Which means, if your app is run at fullscreen in an aspect ratio that doesn't match its resolution, all your graphics will look all weirdly stretched or compressed.

    Ultimate Fullscreen solves it, but only for Windows apps. If you need a multi platform solution, I have one that uses only stock Clickteam extensions and should work across any platform (it uses a sub app). Let me know if you would like to have an MFA for it

    I only had a few tracks, but Clickteam Fusion 2.5(+) supports up to 48 audio sample tracks, which can be used for either music or samples. You can play samples on a loop on a specific channel.

    If you find there is a pause when you try to start playing samples then you may need to disable the "Optimise 'Play Sample'" option in application properties. You can also set the tracks as "uninterruptible" to ensure nothing stops then.

    AWesome, thank you for the tips :)

    For reference, I do this in one of my upcoming games and not only do I fade between tracks but I can set it to it is Track 1 @ 100% for phase 1, then fade to Track 1 @ 50% and Track 2 at 50% for phase 2, then fade to Track 2 at 100% for phase 3, etc. I then pick tracks which can layer on top of each other, and it allows for the music to more slowly transition from one feel to another.

    That is exactly the type of thing I will be wanting to do.

    How many tracks can you have at once?