Feature Suggestion: Child events -> break parent
Posts by Fadzior
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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this is not a bug
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Any chance Fusion 2.5 will support arrays for objects, similar to values, strings, and flags — but with more functionality than the regular Array object, like sorting and searching?
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damn i missed it
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Hi,
I'm using a Surface object in my game to rotate and blit images. The rotation works, but I'm getting visual artifacts in the transparent areas of the image. When the rotation is 0, everything looks fine.
The issue only appears when the image is rotated.Please login to see this attachment.
It seems like the Surface object isn't handling transparency correctly during rotation.
I’ve attached an .mfa file that shows the issue.
Any help would be appreciated!
Please login to see this attachment.Thanks!
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How's the situation with v296, is it delayed due to some issues, or will it maybe include more new features?
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Hello, I found a bug where when placing a value name or string in a loop, it corrupts the loop index.
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actually it may not be an error but you need to define the loop name and then it will work
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maybe it's a bug though, because it should work in a loop too -
I made an example of how zoom could work in fusion, unfortunately it only works on dx11 because the scaling is different in dx9. Unfortunately, resizing the window is only possible when it is minimizedPlease login to see this attachment.
Is there a chance of a built-in zoom function in the future? -
There is an option for objects called "Inactivate if too far from window". It’s a useful feature, but it should have more configuration options.
According to the Help description:
- Automatic: Objects specified in collision detection conditions are not inactivated. All other objects are inactivated.
- Yes: Always inactivates if far from the window.
- No: Never inactivates.
What does it deactivate?
"The object is not destroyed, but stops moving and reacting with collisions."Technically, the object isn’t destroyed, but it triggers the built-in fade-in animation, which is strange.
This function should have more configuration options:
- Ability to set the deactivation distance.
- Option to choose whether to deactivate movement, collisions, or even an option to destroy the object when exceeding the distance (this would be very useful for things like particles).
- An option to disable all events of the object when outside a selected area.
- An event in the event editor that allows full control over modifying these settings dynamically.
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Fusion should have a built-in function lerp(x,y,amount)
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The way you did it is correct, the difference is only in optimization -
hi, if you look closely you will notice that in the first condition you check if the Used value is 0 and change it to 1, while below it checks if it will be 1, which will always be true, instead use one event
Please login to see this attachment.then you will also have to change the direction to (Used*16)
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If I make a platform game how does it work! How does it check delta time via which value? and what is the power of it?
delta = (60.0/framerate)
? = 60.0/60
? = 060/60 =1
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if you need a deltatime that works but is not precise, you can use the calculation: delta = (60.0/framerate)
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January update still in effect? I would like to test the new beta version
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What is the best way to solve this?
Here
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I feel it coming
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Hey guys, sorry for the lack of news, got a health issue recently, I've been off for a couple of months and (slowly) working far from sources of stress. Build 296 should be released in January, fingers crossed, we'll post it when it's ready.
Finally some good news, merry Christmas. Will it be a beta version or a finished release?
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Hopefully, this answer won’t turn out to be true.
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I think this way could work the way you want
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Or you can only add 1 to seed when you call random or rrandom fuctions