Posts by MistaSub

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.

    He means the 'forward/back' thumb buttons on the mouse (the OS usually considers them buttons #4 and #5, with #3 being the middle button). I believe they're mapped to "View>Back" and "View>Forward" by default.

    I could be wrong, of course, but my guess is that the problem might lie somewhere here. MistaSub, my advice is to try and pay extra attention when you use those buttons. Because maybe there's a Fusion bug that causes back/forward to trigger the wrong behaviour editor in some situation. Or maybe there's some situation where you're accidentally moving to a different editor than the one you think you're moving to.


    Yes, you are correct about what I meant. So, this has happened twice since I posted this. And it just happened the second time, and sort of on purpose. I deleted a behavior, thought of this thread, and switched back into it from another behavior with the mouse thing I talked about (switched back to it after I had deleted it). And lo and behold, one of the behaviors in the object overwritten by the deleted one. Unless, I screwed this up, there might be a bug there. Unfortunately I am not sure if the behavior that was overwritten was the one I switched to (the one I was backing into the deleted object from), but I feel like it was another one, because I tried to test it. I don't know, I hadn't really touched this object in 2 years, and it was one of the first ones I created, and all the behaviors look pretty similar to me now on the surface. Another detail, in case it matters is I deleted all events from the behavior, then deleted the behavior, this is something I end up doing when I am refactoring.

    Clarification: I mean I caused this to happen clearly, hadn't happened in a long time. At first I felt like it didn't work, because the behavior I switched from remained intact, but when I booted the game, a separate behavior in that object had indeed been overwritten. I don't know, to me that feels like either I am the biggest idiot on the planet, or there is a bug there. Both of which are completely possible.

    Wow, you guys are right! I just assumed this was a thing for the longest time. But what the hell is overwriting my behaviors? The name is the same as before, but all of a sudden one behavior has been overwritten by another behavior from the same object. This happens while I am working on two different behaviors within an object so often, that I have started a habit of trying to not move the mouse while clicking the behavior edit tab. Another thing I do is use mouse 3 and 4 all the time when making my objects. I mean, to switch between behaviors in the project.

    Hello!

    Is there a way to disable the feature of dragging another behavior onto another thus replacing it? This is definitely on the top list of worst features of anything ever, and I own East West Word Builder which was designed by someone who was using all substances at once. If this is not a thing, could we just remove it in the next version, or at least get a prompt if we want to actually do this? I just wrote 200 events in a behavior and since I just did it, didn't have a backup of the file, then I accidentally dragged another behavior onto this, and tried to find a weird looking bug for an hour, until I realized I had simply overwritten my entire code with this magnificent feature.

    Sorry about sounding sarcastic, but I try to find the funny in this. This feature suuuuuucks.

    I bought the 9-slice object by NaitorStudios thinking it would solve this. I've tried so long to figure out a way to just calculate the rectangle made by the background of a randomly generated text, and it still seems my best option is to make an estimation engine with a monospace font, or redesign the UI with a fixed size for messages. Am I right in saying that this seems to be a very hard problem? Such that, there just isn't really a way to do this at the moment?

    Simply put:
    I want to input a text of variable size into a text object that displays text, then I want to know what size the resulting background is.

    **EDIT**

    Rather, I KNOW that this is a very hard problem, and therefore was hoping someone would have solved this problem on this platform. I never got a straight answer, I would just like to know if I'm better off redesigning the UI, and not wasting more time on trying to find some obscure blitter/text formatting whateverness that works on every platform. Like, are most games using Clickteam Fusion designed around this issue? Or just most games in general?

    Thanks! I did not know about the window control object. I still don't quite understand. I get that I can derive the coordinates with the window control object. My problem is that currently i just set my mouse object to xmouse, and ymouse and use xmouse and ymouse in my conditions when detecting clicks. I don't know how to either move the mouse without using xmouse ymouse, nor do I understand how to input mouse object or window control object in the functions to include them.
    Long story short, I am just baffled that there seems to be no way to "set mouse position". I can only set something TO mouse position, that then remains unchangeable through any other means than simply moving the mouse.

    If someone knows an example file to link to, it would be much appreciated.

    I bought developer edition in hopes that this would allow me to create resizable boxes behind my text. Can anyone link to a good resource on understanding this object?

    I couldn't find any anywhere. Also, I cannot use the Speech Bubble object to do this because I am exporting to mobile. Neostring doesn't work on mobile. Calculate text rectangle object is bugged in the latest Fusion version.

    Can I use the mouse object to manually override mouse position? I can't even get the mouse to work when setting Actual mouse X to xmouse, and then cursor sprite to actual mouse X, I don't understand this object. I need to allow the player to use the mouse, but sometimes I want to force it to a new position.

    I tried to figure out why my sprites have a different quality in the frame preview inside Clickteam Fusion than the one when I am executing the frame, here it is:

    Do anyone know the answer? I already tried to give the sprites different sizes to see if the quality on the frame execution gets better, but every sprite looks so pixelated.
    Please login to see this attachment.Please login to see this attachment.

    I would start by messing with anti-aliasing options and direct X version.

    Please login to see this link.

    Wow! Very much appreciated! <3

    So how does this work, I assume you don't charge money for this since you posted it here? Do you want attribution in credits, and if so do you want to be called Defisym? If you want another name, of course we can discuss that in private later. One question though, I read the documentation on the site but I can't figure out if it's possible for me to change the background (box) color?

    Also, this isn't compatible with android and IOS is it?

    Hello! I am currently making a section of my game where you get in a car and it lets you drive around. I was thinking of using the built-in race car physics, but for some reason the car is really glitchy and floats around too much when using it. Also, it doesn't rotate the sprite, and every time I've tried to add it manually with the left and right movement keys, the rotation of the car and the sprite do not match up. :(

    So, I am opting to use a system where the car points in the direction of the mouse, and moves towards it by the player pressing "W" (which is the regular up/forward control) but I can't get the car to rotate towards the mouse or move. I also want it to be only when the player is in a car (this is based on a flag in the car object). Can anybody help with this?

    Thanks!! X)


    * Always
    Car : Set Angle to Target to ATan2(ymouse - Y( "Car" ), X( "Car" ) - xmouse) + 180
    Car : Set angle to Angle to Target( "Car" ) (Quality = 1)

    * Upon pressing "W"
    Car : Set Y position to Y( "Car" ) - Sin(Angle to Target( "Car" )) * ( Speed( "Car" ) )
    Car : Set X position to X( "Car" ) + Cos(Angle to Target( "Car" )) * ( Speed( "Car" ) )

    "Angle to Target" and "Speed" are alterable values that you create for your car object.
    "Angle" is the built in way in Fusion to set an angle. Also make sure you have autorotate checked in properties of the object.
    Additionally, you should make speed a variable that get's incremented by another variable, then you get acceleration.
    So for instance, when pressing "W" add 0.1 to Speed. Look up easing or logarithmic curves if you want to have a curve to the acceleration.

    Also, if you get problems with the angles, where you think it looks like the mouse is directly at 0 degrees, but the car is going to 359 degrees, it's most likely a rounding problem.
    Look up "radians" as opposed to "angles" if you want to fix this.

    **EDIT**

    Forgot to mention; this is a movement engine too. So if you are using built in movement you need to disable that or you will have two movement engines.
    I recommend using this method if you are using built-in fusion movement, it is often sub-par.
    I haven't tried the car movement, but I tested the platform one and it at least keeps calculating player jump height through ceilings, which is just unusable.
    Basically it means, that the player character will be glued to the ceiling until the jump height is at ceiling height on the way back down, then it will continue to fall.

    Hey all,

    Wondering if someone can help me out with my issue regarding loading and destroying (but then loading again) collision tiles.

    I mean I suppose you already tried this, but there is a built in function to have object as "inactive" when far from window. I actually used this in previous version of my game, but it caused problems. I had thousands of river objects and while it did save a lot of frames, it desynced the animations naturally.
    The thing is it's all fine if the gameplay is supposed to happen only around the player. For example if only the player needs to collide with these hitboxes, it would probably work fine.
    But if it means platformer enemies will fall through them when you are far away, you will have to implement a system where you deactivate the enemies as well when the player is far from the hitboxes.
    I don't know what kind of game you are making, but if this is an option I would think deactivating the enemies code would be safer, if possible. Then you could control at what distance this happens, and maybe you could avoid doing it to all the hitboxes and simply use the built in function. Does anyone by any chance know what this range of "far" is for the built in "deactivate if far from window" property?

    I don't know, just a thought. I mean most likely the hitboxes aren't really doing much so unless you are hitting object limits, they shouldn't be too much of a problem.

    **EDIT**
    If it helps at all, I solved the river animation problem by syncing the animation to a single master object, which calculated the frame shifts, thus enabling me to have "inactive if too far on". Or maybe I made my own inactivation, I don't remember and I scrapped that project in favor of my new one which I can actually finish.

    Hey again guys,

    So I am using text-rectangle calculation extension to calculate the background for my text pop-ups. Only problem is, it doesn't work. From what I've gathered it seems it is just broken in the new version of Fusion.
    How do you guys do this thing since apparently there is no object for this anymore and there are insufficient tools for measuring fonts in Fusion?
    Is there a monospace font included in Fusion, and if not; can I download one and then embed it in the game?
    I was thinking maybe I could make my own system if I had monospace font, but I of course need to be able to include the font with my game, unless Fusion comes with a monospace font.
    Also, I would prefer to use Tahoma. But I am at a complete loss, there seems to be no way for me to do this, except getting into extension making.
    If all else fails, I will have to redesign my UI to work without text-boxes. But come on, this is such a core thing how can this be so hard.

    Thanks!

    Pretty self explanatory if you download the file. So what is going on, and why does it only remove 1 and 3?

    My guess is that the fastloop index is un-synced with the amount of items on the list since it takes 1 tick to do deletion on the list even though it is in the fastloop. How the hell are you supposed to loop through a list though if this is the case? I mean is the only way to start the loop 1 times instead and have a counter that triggers the loop 1 times again, so that the list has been properly updated before it runs again? Again, this just seems ****ty to me. Come to think of it, that would mean one couldn't use the fastloop index in the first place to locate items.

    All I want to do is loop through a list and delete an item on whatever line it is when it corresponds to a string it has pulled from another object.

    **EDIT**
    I made a system that sets a target depending on the amount of list items currently there +1, and then increments another variable until it hits this list target, whenever it encounters a certain string in a list that is running parallel it will delete the line with the incrementing variable index from both lists. It works, and it will actually work for me since this is quite the rare occasion. But if this is the only way to do this, it is quite frankly very sad. If someone were to need to loop through a list for more complicated reasons they would be completely effed. I must be doing something wrong, fusion can't be this bad with list items. I mean it doesn't understand the simple "if list index equals fast loop index" without a variable (someone might have to create a variable for each event instead of just doing this), and way worse is that it still let's me scope for this, but it just doesn't work.

    Furthermore, this almost completely nullifies the reason to use a list object in the first place for a lot of purposes that it would be perfect for. If one can't loop through a list and compare against index and line to detect data on the list, and therefore need to create separate logic for each time they do something like what I am doing, one could just as well use a string in an active object, at least it would overwrite itself. The thing is I am inputting another line at the end of this action, which means that whenever the line is different, I need to have a completely separate fastloop system for each event. Even more complicated is the fact that since one needs to use incrementing variables to find the index of a list instead of just comparing against the index of a list, it means that each time two of these events can be executed simultaneously one needs to have separate target and incrementation variables for every event. And my game is turn-based so I have full control, and still I won't risk this happening by using the same variable. Since, unlike most software engineers these days (it seems), I refuse to allow even the slightest chance for a bug happening. Even if it is something as rare as 1 in 10000 playthroughs... I simply won't have it. There is no reason to not write things properly from the get go.

    The list object is compatible with Android. There may be some cosmetic differences/limitations, and the mouse controls become touchscreen touches, but the rest of the functionality works the exact same way on Android as it does on Windows.

    Oh, I was wondering how the touchscreen thing works. I thought I would have to reprogram the clicks, that is very nice to know!

    Off-topic: I just noticed that I can now change values directly in the debugger during runtime! Have we always had this? I feel like not. Anyway what you just said and that are some early Christmas presents or something, truly blessed stuff. Thank you to Clickteam staff as well! :D Also, I can't believe that the word Clickteam get's tagged by autocorrect X)

    List object is cross platform yeah, I use it all the time too, you can see if an extension is compatible with a specific runtime from the insert object dialog and checking specific runtimes, if an object is still shown then it's compatible with the runtimes you checked
    Text blitter is not supported on android, again you can check with the same way I mentioned above

    You have a couple of other limitations, you can't have effects on layers or frames, even simple ones like controling the alpha coefficient
    Though custom shaders are supported on other runtimes (if they were ported to said runtime, for starters, entirety of mega shader pack was ported to android, ios and mac) and only apply on objects, if you still use Fusion 294.14, you can't have background sampling on shaders, though in 295 (currently still a beta) additional shader capabilities were implemented for other runtimes such as background sampling useful for shaders that sample the background like lens

    For fonts it's a bit tricky, you can either choose to use system fonts only or use your own ones, that if they were installed on users device already, which is probably not the case, you would want to use Android Font Embed object, it's dev only though
    Any sort of monetization outside of listing your app as paid on playstore is not exactly possible without admob and in-app objects, which are also dev version only

    Thank you for the very good response! I'm very happy that the list object works on everything! :D Just a few more questions though, if you don't mind?
    I don't know what background sampling on shaders is? So a simple photoshop color overlay, or other effect is not a background shader? Only some that require more complex math's to somehow factor in the background, instead of "overlaying" on it or something? I'm sorry I don't understand shaders at all.
    I am going to upgrade to Dev as soon as I can afford it, this would be seamless right? I mean, I just wanted to make the beginning to see if I can even finish this project. I mean it's maybe a stupid question but I just want to be a 100% sure.
    Also, couldn't I feasibly make the whole game in 294.14, then just compile it in 295 if I wanted to? Deadline is 2 years anyway.
    I was only going to monetize one time payment, but this admob stuff and in-app object things refer to some kind of "in-game transaction"? Because I will definitely not have that.

    Thank you again, for the very thorough response, I will save this response for future reference.

    Hello,

    I am thinking of maybe porting my game to phones once I've completed it. So I figured, now is a good time to start planning for it. I use a lot of list objects, that seem very "Windows". I am concerned about compatibility. For instance, I have a lot of text in my game. I use Tahoma, but Tahoma is not available on non-windows systems. Also, the text-blit object is something I had a look at, but the extension manager shows that to be only compatible with windows.

    I could see myself converting the code by hand to appropriate fonts, if that is my only option. I am just curious what is the best way to start planning for this. Also, I want to know if my game simply can never be on anything but Windows, since I use the list object for a lot of things, including path finding. I mean it's never on screen, but I need it for a lot of things.

    The only extensions I use is Text-rectangle, and some effects, like dual-glow and photoshop blend modes. I read something about effect switch not working on Android, but that I could manage if the effects still work. The only time I switch effects is when I monochrome my icons, and that I could do by just redoing the art with two frames. Maybe considering trying text-blitter, since text-rectangle is giving me trouble anyway.
    If all else fails with the text, I guess I could try some monospace font, and make my own text-rectangle thing. But still, I am concerned with the rest of the things I mentioned.

    I don't want to waste a lot of time on making my own text-blitter, and then finding out the game won't work anyway, since I use lists. And I don't know, the lists just look so "Windowsy" it scares me.

    Also, I assume active object, array object, background object and string object probably work just fine on every OS?

    Thanks again everyone!

    Yes, you're right. Unchecking 'follow the frame' or having the object on a 0 coefficient layer just means their positions won't need updating if you're not changing them. If you add those objects to the debugger, you'll see if you scroll the camera around their X/Y coordinates actually change as well, and aren't static, even though you aren't updating them through events.

    If you did want to reposition either those objects, you'll still have to update their positions relative to the frame - easiest way to do that would be something like
    - set x position to "x left frame + (some number you want)"
    - set y position to "y top frame + (some number you want)"

    In the case of an object on a frame with coefficient 0, you could also use the layer object to directly change the layer's position, but that will of course effect every object on that layer


    Thank you for clarifying, yes I just force my camera to go top left corner and back, easy fix. I just wanted to know. Luckily this time I have an entire separate layer that can't be viewed from other layers to work with. I just wanted to know for the future. Thanks a lot.

    The reason this really sucks btw is that if one wanted to use these options to position for example, icons, or inventory items that one would need to reposition at runtime, one would have to make counter easing on all said objects, when using a smooth scrolling camera engine, without an option like this since I don't think you can compare against the window position?. The issue is if let's say you have inventory slots that can be on a 0 coefficient layer, but you need icons to switch position but still calculate their positions relative to and object. The objects will look floaty, and not be perfectly still on the screen when the camera is moving. I mean not using easing when scrolling the camera looks super unprofessional, and even makes some people a bit motion sick, so it really would make sense if this was not so. Or at least, if we could be given a 3rd option where one could update position. So as to use this function simply for ease of use, and not "saving resources". I wrote this whole thing without mentioning that this is of course, only a problem if the icons can be seen while the camera is moving.

    **EDIT**

    So apparently, only "start of frame" condition position of an object that is not supposed to follow the frame works. Meaning updating the position will still show the object at the frame width coordinates instead of the floating ones one would want when using either 0 scrolling coefficient or follow the frame. Just to clarify: updating an objects position with either "follow the frame" on, or when it's in a 0 scrolling coefficient layer, will not keep the object on screen, it will work just as if neither option is checked. This seems really stupid. I mean I would understand if one of these options disables position checking altogether, but both? Is this really the case, or am I missing something? I'm making a battle system, and want to position the enemies evenly to the center, depending on their numbers. Will I have to do a workaround using my camera object?