Great work guys, wonderful things (my #1 requested feature in particular) in this huge update.
Posts by AndyH
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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The "Launch an object..." event action has a dialog box to configure it. This dialog box is too small, so the text labels are cut off. Not sure if it is showing everything, did it have an option to specify launch from hotspot or action spot? I can't remember?
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No worries, it is a nice to have when have time.
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To echo, great update, this patch has more features I'm excited about than any other for a long time.
On the Skin Editor, under Event editor - Cells, there are options for:
- Cell background
- Selected cell background
- Cell background (odd)
- Selected cell background (odd)There is also a Checkmark. This does not stretch to the height of the cell it appears in, it is centred. Is it possible to add another skin proprty for cells called
- Checkmark cell background
- Checkmark cell background (odd)These would then be used as the cell background when there is a tick in it, so I can set a different colour for cells containing actions.
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Nice! The PDF document describing the new features if very helpful. Learnt about a couple of the new features such as Compare Expression condition which is so handy!
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Here's an example of my game, running in Windows, with the anti-alias setting off (on the left) and on (on the right):
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I've zoomed in on the screenshots for both. The one on the right is noticably blurry right, so that is with anti-alias on. But the one on the left, while sharper, is still a bit blurry ... why is that? In my case I have a laptop with a high DPI screen. My scale settings are set to 175% otherwise text and icons are super tiny, and it is this scale up done by windows that adds that bit of blur. On my screen, the image on the left does not seem blurry unless you really look closely, or zoom in like I have here. I could work around this by setting my screen resolution lower so I can have a scale of 100% but even then the H/W would scale up the displayed image to fill the laptop screen with some anti-aliasing going on.
In your case, if you see blur with it off I suspect your device is doing something similar. You should find it more noticable if you set anti-aliasing on in Fusion.
You can improve this by going with the scheme you had started with, where pixels are 2x2 and that will likely look sharp on devices with that resolution. On devices with a different resolution you will get some resize blur again so you're never going to be 100% in control of that.
Fusion does give you an option to not resize the window, but instead increase or decrease the size of the frame to match the size of the window. This will result in some part of your screen being truncated or having more visible space (and graphics appearing smaller). You could try to move things about to minimise but I don't think it is worth going down this route as there is only so much you could accommodate for in this scenario.
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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?
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Thanks! Here is a pic that hopefully shows what's happening. When I select "Movement speed" in the expression editor it gets changed to "TrueX"
Using this same example
XPos -> XPos
TrueX -> YPos
TrueY -> Movement Speed
Movement Speed -> TrueX
Alterable Value F -> TrueY
YPos -> Alterable Value FAlterable Value G and beyond work p
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Yes, I noticed this too - was going to make an example file.
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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.
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Ah so that is what this condition does. That's a really useful feature.
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Is 294 in general laggy as hell for anyone else, or is it just on my PC? (especially with multiple tabs open, even more so with multiple MFAs open too)
I've not got huge MFA's, but no, not seen any lag. Exception of some operations (like copy and paste) in the picture editor are not immediately refreshed...more of a drawing event issue rather than lag.
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I have not been able to replicate the conditions to repeat this issue, but I was cloning an active object and editing it (copy and pasting different graphics in from Photoshop). The active object had two frames of looping animation. After the third clone operation (so I now had four versions on the frame), when I ran the frame only the last active object appeared. Looking in the debug window the other three were not there to add (only this fourth one).
They all had the same properties, to be created at start for example. Changing any of the properties had no effect, the other three active objects would not appear in the game when I ran it.
I have saved my MFA and closed/reopened and this issue in no longer occurring, all four active objects are now appearing when I run. Sorry it is not a lot to go on, thought better to report it.
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I have found some minor issues, would you want me to post them here or put future reports somewhere else?
The label "Number of backup..." on the General preferences is cut off when hovering over the Autobackup label. This on a high DPI screen where I have set the display scale to 175%.
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It might be connected to this scale setting for my display, but is it possible for the colour picker to be made larger? Not obvious in this screenshot but the colour picker pop up box is very small, maybe 2.5 cm wide at most.
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I can set the instance values on background objects. Do they serve any purpose? For example, I can't see how to read or test this value.
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Two observations I can see.
The layers are merged by their index number. 1 = 1, 2 = 2, 3 =3. If your template frame has more layers, the frame using it will have more layers at runtime, you just don't see them at edit time. I tried giving names to layers and this had no effect I could see, Fusion appears to use the layer index. So if your template something on a layer 2, it will be merged with the frame that uses it on layer 2.
The other observation is the main frame's property trumps the properties in your template frame. If you, for example, set the blend coefficent on a layer, the one in the main frame is used, not the template.
Also, if you have an object of a type (I tried background object) with the same name in both the main frame and the template frame, the one on the main frame is used. EG: I made the main frame's background object larger. The background objects with the same name from the template frame were larger too. I think this is more or less what is said in the change notes, but I need to play with Fusion more to get a proper grip with the new features.
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Brilliant, thanks Yves.
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The new UI and icons are really nice. I found one issue with dark mode, the list option on this dialog renders the text in black.
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First go with the template frames, global objects, behaviours ... wow! Working really well together.
This is going to save a HUGE amount of time when making a game with lots of screens. Thank you so much for adding this feature. I'm going to have to watch the video again to see what else is new (and re-read that change log).
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Here's another trick I picked up many moons ago, using the path moment type to create a target for each NPC car.
This version has some flaws which you can improve on, but shows the basic idea.
Anyway, the principle is you use the path movement on the target object to trace the track. With events you control the target to only move when overlapping with the NPC car. You make the car move towards the target and you get it following the track.
There's room for improvement to make the NPC car behave more realistically, but hope that shows a good starting point.
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THanks Yves, EPIC!