Posts by Fuzzbearplush

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.

    I figured out that it's probably just my screen being unfortunate, because if I screenshot it, it shows it as fine, I don't have too many resolutions available on my system for some reason

    I believe the "Anti-Aliasing while resizing" under the Window properties controls that. I have mine switched off but it has been a while since I tested on mobile which I assume you are using?

    On PC, and I always had that turned off, but it's still blurry, and my other issue is I can't even get it to resize properly, when I set screen size to 640x450, there's thin black bars above and below it.

    My setup in app properties is:
    Fullscreen > All disabled
    Options > Check "resize display to fit window size"

    Any other setups pretty much don't resize the window at all, and keep it tiny

    You can also set your window and frame size to half at 640x450 if you are happy for your objects to move on those 2x2 pixel boundaries. Fusion can be set to scale up the window to 1280x900 doubling the graphic size for you on everything, collisions unaffected. However, if you want your objects to move on 1x1 pixel boundaries then you have to go with one of your two options at the default resolution.

    I could size it down to 640x450, it would take reworking stuff, but I must know before hand: Can the window get resized without it becoming blurred a bit? The graphic style I'm going for is very low color, and the blurring kinda messes it up a bit, I've been trying to figure out how to remove it but I can't

    I've got a game that is 1280x900, but I make my graphics twice as pixelated, meaning that each 'pixel' on my graphic is 2x2 pixels.
    It's a bullet hell/touhou game and naturally there's a lot of bullets, so I was thinking, would it be better to reduce the resolution for the graphic files to half, and use set scale to 2 on every object, including the bullets?
    I assume it's gonna help a bit with memory usage, but asking just in case the scale function affects performance in any way

    I've got a two player game which is basically an app with 2 sub-apps containing a different frame. I've noticed that if I use a set random generator seed and give no user input the randomized actions differ each time I use run as application.
    Could this be because it's multi-threaded or something?

    It is not too much of an issue but I would like to program a replay function eventually that just records your inputs but this might make it desync

    I've got an array object set to global in the main frame and a copy of it in the sub-app, but it doesn't seem to work, and after looking at some posts, it seems like this is the case.
    An alternative I saw was the "Associative Arrays" object extension, but this object appears to lack the 2-3 dimensionality of the regular array object, which I need.

    Any solutions or extensions that solve this?

    You can find the ZoomBox shader here in the community, it should come with a example showing how it works...
    Once you're able to see the entire frame on the window, you can use the shader to zoom to to a specific part of it

    I'm sorry but I can't find it. Looked into the shaders library here, searched for it using search tool but can't. Google wasn't a help either.
    Could you provide a link

    There are a couple of ways, each one with its own caveats...

    You can use Viewport or a shader (ZoomBox for example) to pick a part of the frame, but this means you have to set your app resolution to the size of the whole frame, meaning it would use a lot more resources...
    This way with a shader of Viewport you can have two or more "windows" showing a part of the frame...

    The other way would be loading the same frame into two subapps, by default these would be independent, but you could program a way to sync stuff happening between both instances, like the other player's position, destruction of enemies and stuff.
    Idk if this would be more efficient since it has to run double the events, I guess it's less intensive graphically, but can be a pain to set this up...

    Thanks for the response, any recommendations for where I can learn more about shaders? Also, my application is already at 1600x900 resolution, and the individual game frame is 548x820

    I'm making a bullet hell game and i handle collisions using math based on player and bullet distance in "compare two general values", this has to be ran for every bullet.
    I was thinking if it could be a great idea to add one more condition before that and that is if the bullet overlaps the player, would that be better for performance? Does that decrease the amount of times it has to run the math?