Posts by reptilezero

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.

    Hi, and thanks for all the replies!

    For CTF 2.5 Developer (Steam), I'm running Version 2.5+ (Build R294.10) (Oct 27 2022)

    For CTF 2.5 Free, I'm running Version 2.5 (Build 293.10) (Dec 3 2021). I downloaded the free version from the Clickteam website.

    For the Steam version, I'm also running it in a Windows 7 bottle in crossover, and I also tried using the dark mode (still no icons, though). I've attached a screenshot below:

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    I'm also running MacOS Ventura 13.0.1, and Crossover Version 22.0.1 (22.0.1.35507)

    Let me know if there's any other info that could help!

    So this is probably a niche problem, but I'm trying to run the Steam version of Clickteam Fusion 2.5 through Crossover on an M1 MacBook Pro.

    The app starts and can load my projects, BUT the UI is missing icons. You'll notice icons for the open and save are missing, as well as the window controls!

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    The interesting thing about this is that the free version displays everything correctly (MMF2 Developer's UI runs fine as well).

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    I thought this might be due to some .NET library missing or something, but manually installing those didn't seem to have any effect. I've also tried different settings in Crossover for window decorations, changing the theme in Crossover (as well as the theme within Clickteam Fusion 2.5), but nothing seems to have an effect.

    Any ideas on what I can do to fix this issue so that the UI displays correctly? Don't really want to be stuck using the free version (or MMF2!) on my Mac :)

    Thanks!

    Sorry to repost, but just wondering if anyone on this board has a solution to the following problem:

    Has anyone has gotten 8 direction hat switch support working with the joypad object? Currently recognizes up, down, left, right, but when I try to do a combination (up/right), it doesn't work. Doing the testing with a neo geo ps3 control (working on an overhead shooter).

    The way my movement is set up is that an event scans for the input, and then based on that, it enables a group to perform the movement (press right, enable "move right" group, move object, then turn off the move right group).

    The idea behind this was to make the movement code separate from the input, so i could easily map to different input devices (keyboard, joystick, mouse, touch, etc).

    Works great except for joysticks that use the hat switch as the primary d-pad since the joypad object doesn't seem to recognize two hat switch directions at once.

    Any help would be appreciated.

    Thanks!

    Hi, I was just wondering if anyone has gotten 8 direction hat switch support working with the joypad object. currently recognized up, down, left, right, but when I try to do a combination (up/right), it doesn't work. Doing the testing with a neo geo ps3 control (working on an overhead shooter). Thanks!

    Hi, is there a way to launch a mac app using the "execute external program" action?

    I built a simple app that takes the contents of an edit box, and passes that into the action.

    Works fine on windows (tried passing in c:\windows\notepad.exe), but when I try something similar on the mac, nothing happens ("open /Applications/Chess.app")

    Is this a permissions issue, or maybe a path thing?

    This is related to porting over an emulator frontend that I had written for windows. I can run everything fine on the mac in the terminal, but getting the mmf app to execute the same commands doesn't seem to be working.

    Anybody have any experience launching apps on the mac with the java runtime? Thanks!

    for customization (loading up your own image) and smoother rotations. active objects work well, but are limited since you can't load up your own images at run time. active picture objects have a hot spot that can be modified at run time through the event editor, but doesn't seem to have anything for setting the action point.

    when talking about these old engines, you kind of have to remember that back then, we didn't have 3d acceleration, 3d apis (or any gaming apis. direct x didn't exist), or anything like that. it was all done through software rendering. this means that the only thing doing the processing for the rendering was the main cpu (386/486/etc). back then, we didn't even have graphics cards with 3d hardware on them. they were all made to just do 2d. even getting video modes like 640x480 was difficult until the VESA standard came about, and even THAT was a little flaky.

    eventually we got some basic 3d cards out there, and quake had its first 3d accelerated version running on the verite (which was pretty nice), and then after that carmack rewrote the rendering to go through the opengl api. you also have to remember, back then we didn't even have hardware T&L! The software rendering in quake was way ahead of its time though. The lighting effects, and mip mapping through software was just genius, and if you ran it on a pentium, it was really, really fast (at 320x220).

    There were some efforts to port the build engine to the Glide API (the one used by 3dfx), but as far as i know, that only happened with Blood. It ran alright, but was a little buggy, and was never really finished.

    BTW, Blood enabled overlapping sectors to have holes in them, thus allowing you to look down from one sector into another. Build was awesome in that it even though it wasn't really 3d, it had a lot of tricks to make the player think it was.

    Anyway, it's great that you guys are so interested in 3d game development, and here are a few topics you might want to read up on:

    Software Rendering
    Hardware Rendering
    3d APIs (opengl, direct3d)

    I find it amazing that people are STILL talking about these old games, over 10 years later :) Don't know if there's any old guys like me on the forums here, but it's good to see the old code appreciated :)

    hi, i was wondering if anyone could help me out with this logic real quick. basically what i'm wanting to do is use a list box to navigate a directory structure, and then play the selected file.

    start of frame
    -
    : load directory list into list object
    : set alt value A = 1

    user presses button 1
    +alt value A = 1
    +only one action when event loops
    -
    : change tempString to list select directory
    : set alterable value A = 2

    user presses button 1
    +alt value A = 2
    +only one action when event loops
    -
    : load file list from tempString
    : set alterable value A = 3

    + user presses button 1
    +alt value A = 3
    + only one action when event loops
    -
    load selected file and play.

    the main problem i'm having is that i use button 1 to navigate and to also start playing the file. because of this, my global values automatically get set from 1 to 2 to 3. Using "Only one action when event loops" doesn't seem to help either. any ideas on how to accomplish this? I need to be able to do the navigation and play the file with one button. Thanks for any help!