Posts by scottige

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 working on a wee Halloween Manic Miner inspired platform game for release on Steam.
    It's been through the approval process and I'm ready to pull the trigger once I've sanded the last of the rough edges off.
    Official release date 07/10/2022 but most likely sooner as just have a couple of achievements to finish off and final polish.

    Coded in Fusion 2.5+ , upgraded to build 294 mid dev which had been great to work with.
    Thanks very much Yves for the stream of updates!
    So many quality of life updates that make it so much better to work with.

    The game is a difficult retro, single screen platformer where you must clear the level of items and get to the exit.

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    It's going to be free on steam with the option to donate (as DLC) a couple of bucks should the player enjoy the game and feel they would like to tip.

    Any wish-listing, tweets, shares etc, gratefully received!
    Links provided below.

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    I've noticed an odd issue that's caught me out.
    Seems if you delete some global values and add more to the bottom, making them out of order in the list, there are some oddities.

    So, I deleted a bunch of existing global values.
    You can see by the attached screen, new ones I created at the list used vacant variables.

    For example I deleted 10 - 12 and 14-16.

    When I created new ones, it started at global value 10, the first vacant value, as it should.

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    The issue is, in the event editor (global if that matters), if I have an event checking against a global value or changing data in that global value, it defaults to the wrong value when you drill into the event.

    So, say I have an event "If scheme = 1" and I double click on that event, the global value I'm working on in the event editor defaults to "snow".
    Snow is no 20 in the global value list but given I've deleted some, it's in 14th place in the list so when I double click the event instead of defaulting to value 14, "scheme" it's defaulting to the 14th place in the list, which is value 20, snow.

    So it doesn't seem to be checking against the global values number, rather it's counting down from the top of the list so when I'm working on global value 14 which happens to be the 22nd one down the list, it's only counting down 14 and defaulting to snow in the editor.

    Here's a couple of screens.

    When I drill into this event

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    I get this window where it defaults to the wrong value.

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    It's caught me out a few times as I've not noticed and experienced odd bugs.
    At just I just thought it was user error until I sussed it.


    Another unrelated issue.
    The picture editor doesn't remember it's been maximised and defaults to a small window every time you open it.


    Cracking update and these are the only 2 issues I've found so far.

    Yeah, I'm redesigning the sprite to mask it but it would be nice if there was a fix.
    Glad it's not just me!

    I do think it's a side effect if working at such a low resolution, combined with the chosen art style.

    Hopefully [MENTION=5114]Yves[/MENTION] can comment and advise.

    Here's an example with left and right cursors to move the sprite.
    Even slowed to 1 pixel at a time the effect is bad.

    It's as per the videos but it's almost as if the black pixels are stretching and blending with the grey pixels.
    It's most evident in the helmet, buttons and tank on the sprites back.

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    I've had another play.
    It's odd.
    It's almost as if the black pixels are moving or expanding / bleeding some strange alpha blend.

    I've added screen level anti-aliasing which hides the effect somewhat but it is still there.
    Plus, given the resolution of my game, that is not an option as it just looks like it's being viewed by someone who has just taken their glasses off lol.

    Anyone experience this or have any idea why this is happening?

    [MENTION=5114]Yves[/MENTION] any ideas?

    It seems to be related to scaling and / or refresh rate.
    On my main 2k res 144 hz monitor it's bad.

    On a TV refreshing at 60hz / 4k it's not as pronounced but it's there.

    I've tried forcing refresh rates to match the game, forcing lower resolution on the moitor etc with no joy.

    I can PM you a build if you like so you can see.....

    I have this horrible ghosting/blurring issue going on when I move an active object.
    When the object is in motion, there's this horrible distortion.
    I've tried all the different direct x renders, software rendering, Vsync on/off, changed the frame and window resolution to a standard resolution etc.
    I've even changed the refresh rate on my monitor.

    The position of the active is updates on a fast loop to always position to an invisible marker.
    Any more than 1 pixel at a time per loop cycle, I get the issue.
    I've tried it outwith the loop and same deal.
    1 pixel at a time fine, more than 1, the issue.
    I also dumped the fast loop and tried a traditional x=x+3.
    Still get the issue.

    When you record with shadow play, the blur is not as pronounced but there is a shake, with slight blurring.
    The blurring is more pronounced on the monitor.
    If I get rid of the shake, I will get rid of the blur on my monitor.

    Please see the 2 examples below.

    Any help would be appreciated as I can't seem to suss what's wrong.

    Please login to see this link. - Shadow play recording.

    Please login to see this link. - Phone recording so you can see what I see.

    Thanks very much!

    Each new play through seems to unearth more bugs lol, which is the point I guess.
    Better I find them than paying customers!

    Getting less and less each play through though and my group of wonderful testers are finding less and less!
    Hope to have it released in a week or so.

    Think I'm about a week away from release!
    Couple of more play through's to hunt for minor bugs.
    Don't appear to be any major ones left but one never knows!
    A play through after fixing 1 bug can reveal 10 more!

    Here's the launch trailer!

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