Posts by MrCyberpunk

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've been using Unity professionally for years, but Fusion and Firefly definitely have their place. Just simple 3D on mobile is what all the kids want. :)

    I agree with this. I think Firefly as a mobile engine will work much better than it does as a Windows based platform just because the renderer was already limited, on a PC its not impressive (though its tricount output is! just be mindful of those CPU temperatures.) but on a mobile it is. There's definitely a lot of potential there and I think with the performance enhancements we've seen from the recent update to Fusion, Firefly could be a lot more viable than it was 2 years ago.

    Vertex UV Manip would be pretty damn powerful, I think one of the issues I ran into was with Texture Atlasing, if you were able to move UV Shells that would mean being able to use 1 texture for the same model but for things like different skins for the same object. I like this.

    yeah but remember that if you let them set that precedent you might take away the other options. If you take away the other options you are then at the MERCY of Google which means they can tell you to do what ever they want and you have to do it.

    To me that's not worth it. That's selling your very soul to the devil. I would never do such a thing. Better to Rule in Hell than the Serve in Heaven.

    I don't want to sound too negative, as it doesn't personally bother me much. It's a single blemish in what is otherwise an absolute christmas basket of awesome features. 2.5+ still ranks as the best single software update I've ever personally experienced :)

    This has been my impression as well. I'm just holding out on bugfixes before I give an endorsement. Its a very good step in the right direction but it needs polishing. still I'm sitting here on a 20FPS increase in performance out of box. (10 from the patch to 2.5 and 10 from the DLC DX11 mode). The fact that the object limit is 30000 now is AMAZING, the fact that there's a button for the Behaviours timeline view is a game changer, Child events are fantastic, the Profiler is great and its surprising to see the metrics it gives you. It is a very good addition. I like how much better everything runs in general.

    Pretty much only thing to prevent me from openly endorsing it is compatibility issues. Some extensions are broken by the DLC and the shaders need porting. Once I get those though I'll give a pretty glowing endorsement because this engine is flying now.

    Just in case CT misses it from the other thread, The Surface Object is causing a framerate leak when ever a Surface is resized. Function worked fine in DX9 and was fast, but now broken in DX11. I noticed the frames become more stable if only a portion of the surface is in frame- it might have to do with how its culled.

    For some reason Surface object and DX11 aren't getting along very well. I'm getting massive framerate drops when ever I rescale an image versus DX9.
    This does not bode well at all for DX11. I hope there's a fix for this asap because my project relies on needing to do this. Just Use DX9 is not an acceptable fix either so please don't tell me that, this is something that should not be breaking but is.

    That's a bit frustrating. There aren't going to be any fonts with less visible anti-aliasing, and it's quite an issue at lower resolution (pixel art games).

    Try going to "adjust the appearance and performance of Windows" in your start menu
    then unchecking smooth edges of screen fonts. See if that does anything. Pretty sure this is an OS thing. The only other choice is use a bitmap font (ie: pre windows) as these don't conform to clear type and thus won't have filtering.

    If I wanted a Ninja Turtle added to Mario Maker could I do that? Nope. So sorry its not the same. Romhacking is still done and for a lot of people is still the preferred way of making custom content. This will always be the case. Even though you can make your own stuff in Minecraft people still mod it. Semi-Open File Structure is powerful, closed cloud computing solutions isn't. Its just another platform, don't pick a side and do not put all your eggs in one basket like some other developers are doing.

    I missed some things in the meantime... What do global events do? Behaviors and qualifiers, what is the advantage of using them? Seriously, I feel stupid to ask this now, but I did not follow the evolution of CFusion at those points

    Behaviours allows you to create an event sheet that is tied to an object. Its really useful for organising code and reusing code because you're only adding the objects that you need instead of having every single object in one Event sheet. Qualifiers are basically Object Groups, Instead of coding each object individually you can treat an entire set of objects now as one group and send an event to all of those objects saving you time. Global Events are basically events that trigger throughout the entirety of your application regardless of frame, you just add the object to another frame and it'll share the code for the entire application not just one frame. I know lots of people don't use Behaviours but I use them a lot now. They work similar to how a prefab works where you can just tie a bunch of code to an object.

    I'm hoping that P3D would be Fusion 2.5+ compatible, if anyone can test that it'd be appreciated because I suspect the DX11 shader changes will break it. I'd appreciate it if someone can confirm this.

    If you want to kill modding and user created content then by all means use Stadia. Meanwhile I'm going to be here owning my hardware and modding the hell out of my games.
    It is not worth it in my eyes. Modding allows longevity, remove that and a lot of PC games would become throwaway (which is exactly why the bigger publishers are pushing for streaming because their games are throw away).

    Its just another platform. I'd probably still make games for the service but they would be downscaled compared to what you'd be able to do with an non-DRM non-Streaming version of the game.

    We have Lacewing? What more could you want from a network extension in Fusion?

    Built in VOIP. I recall a lot of people were asking for that feature to be added. Yes there were work arounds but those were not ideal best use case.
    Lacewing is good but it also doesn't support console, its still very much a PC specific extension.

    I hope they can improve the Behavior Editor in the same way. Currently, behaviors are pretty useless, but they could be extremely useful.
    Programming a complete game with hundreds of objects in just one event editor gets really messy.

    I want there to be a Behaviour editor button in the same way the event editor button works because its annoying having to go through 4 clicks everytime.
    I made a mockup. This extra button would be a huge time saver.
    Please login to see this attachment.

    I feel like the idea of using Behaviours like Prefabs is how it should be done as its become an industry standard now for the use of prefab code. With the new parent child system this could be extremely powerful. At the moment I work almost entirely with Behaviours but it can be a bit annoying due to the above mentioned UI issue. I should be able to select an active object and the Behaviours Editor button should be ungreyed. Instead of having to access via the properties. Its also completely ignored in the Customisation menu as well. - I realise the workflow issue I'm running into is that if you select the frame and then go back to the object the display options are shown thus resetting my position in the UI.

    Edit: Same should be the case for the Global Event Editor as well, there should be a button on the UI for it instead of having to select the application from the Project/Workspace Toolbar menu.

    Edit2: Whoops I forgot you can have multiple Behaviour sheets for each object. So it'd have to have a dropdown menu so you could choose what page its open to. It'd be really nice to be able to jump through behaviours quickly.

    I'm looking forward to seeing some Performance data.


    I know we keep saying it, but Fusion 2.5 really is a very capable and mature product and is still under active development all the time. We still have some tricks up our sleeve regarding F2.5 and you can look forward to some new paid-for enhancements in the coming months (more about that in the new year).

    Zune HD Exporter Confirmed

    HYPE

    Seriously though I'm really curious to what this plugins gonna be.

    Still couldn't get to tinker with Fusion unfortunately but wanted to add just one thing that popped in mind yesterday: isn't what you need basically what the "look-at" camera does in P3D? >>> always orienting towards a target location
    You can check the expressions I used to set the look-at camera orientation for Z and X angles in the camera code - look at camera group, shouldn't that work for your needs too?
    (considering obviously the target being not the player XYZ position but the desired aiming XYZ location)

    That should actually. I might give it a go. Thanks.
    Edit: Nicely done! That fixed it.
    AngleX = ATan2(Z_position( "camera_tool" ) - ( Z_position( "Group.Reference Points" ) + height( "Group.Reference Points" ) ), Distance(X( "Group.Reference Points" ), Y( "Group.Reference Points" ), Alterable Value X( "camera_tool" ), Alterable Value Y( "camera_tool" )))