Posts by Diablohead

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.

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Clickteam.

    I bought this shader today and it is a great and simple tool but the stretching along the sides is a real killer, it makes it rather unusable for a side scroller and I wish that I knew about the issue before buying.

    It doesn't matter how big the active is, if it's against the edge of the screen it can't pull visual data so it loops from the other side or nothing at all causing that nasty streak look, ugh.

    Long time no post here!

    I can't seem to see the beta to download, I should have all my cd keys tied to this account but it's not showing anything new to download. I really need a fix for the ini++ encrypted loading crash and wanted to try the latest beta out to see if it helps.

    *edit* ok I see it was edited into an old thread over there, I forgot that you do that.

    *edit2* doesn't change my issue, i'll file a bug report though it's kind of an urgent one, testing my game on steam to discover that I can't load encrypted ini files without a crash is very bad when i'm due to get a beta test out this month! I had to update from an older version of fusion because ini++ would not compile into an application and now I have loading issues!

    *edit3* I figured out the cause of the crash and updated the bug report.

    sorry I should have done that but forgot.

    Please login to see this link.

    I will look at the bugbox post once I log in there but i've never had this issue before now.

    *edit* sounds different to me, my issue is fusion just not counting a value back to 0 correctly with basic math.

    I'll edit after reading the thread through but there is a problem with fusion and values right now, example file: Please login to see this link.

    Press shift and ctrl to change the value.

    The event is simple, if a value is above/below 0 then remove/add 0.1 from the value, but in this case it will never return to 0 and I can't work around the issue currently.

    Yeah I see, been using globals for a long time but this is the first instance I have bumped into expecting the value to carry over, guess I presumed that a value is kept in memory under it's counter name at all times and I personally think it should.

    It's a problem because my game runs completely in the game's golbal event editor or behaviour events for actives, everything is controlled from those, having anything important limited to the frame itself like a value is what I am trying to avoid.

    I also need more then 24 global values overall, way more so using anything built in like global value A-Z will not cut it, I currently resort to transfering every value over with ini file data.

    I just stumbled into this after a few weeks of not realising but it seems a global value will completely forget the value it's on if you go from one frame to another and use the event 'start of frame' to spawn the counter.

    Should the global value not live in memory until the app is reset or closed?

    going from a frame where the counter was created at the start of the frame to another frame where the counter has been placed by hand, the number will be stored, but not the other way around.

    Should I report this as a bug? any idea if this will actually change?

    *edit*

    You also run into the problem where if you do want to place the counter in the frame to work around this it will be classed as a different counter even though it has the same name, and you can't just change the event you need to delete it and redo it for the counter to register.

    It's something i'm sure I could do before but just now in testing no global evnets which create or spawn an object are working from the global event editor on any frame in the game.

    Simply put, I have a game engine which runs completely through global events, however this is the first big test I have done with my project since the big update the other week and now noticing that I can't spawn anything.

    Was it always like this? I seem to remember being able to do it before, the event editor doesn't spit out any errors or problems, I just can't spawn anything using global events.

    Is thi fixable in the near future?

    *edit1* I installed a fresh version of MMF2 from back when I bought it, so 2011, to see if I could spawn actives using global events.

    You can't, how did I miss this before now?

    This is really annoying, my game relies on global spawning and I can't see why this is limited, it works when you have an event in frame 1 calling an active from frame 8, but you can't spawn anything if that event is a global event.

    ugh.

    Title similar threads is bringing up the same question for MMF2 back in 2012 but I would like to bring it up again, the global event editor doesn't seem to remember folders created for grouping items or the items themselves in the order you set them, so you can go work on something, return to it 10 minutes later and find all those values you set are now spread across the top instead of being all neat and tidy.

    I'l submit it to the bug tracker also but any word on an update or fix to the global event editor?

    Diablohead, are you loading levels, or using multiple frames? Also, are you using a custom fastloop movement? Are you using a bunch of ForEach loops?

    I never use fastloops, each stage is 1280 x 720 in size, made from large single background tiles and around 50 actives an area for spikes, enemies and a few effects like bullets.

    The only big killer I can think is going on might be a few always events, but I can't see why that would bog it down.

    It doesn't matter too much anyway but i'm also getting slope detection bugs where my character just falls through the floor, if you want to play the game on windows you'll find it in the released game forum section.

    More feedback on the matter, I re-applied the box2d physics extension to a frame and the game now boots and runs, but even without anything physical going on i'm not sure if this is eating into performance or not. Still can't remove it completely so i'm stuck with having box2d added without any reason right now to get the game to work on iOS.