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Posts by contra
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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Nice work! Don't forget to post it in our Discord server if you haven't already contra
Thanks! I'm afraid I'm not that familiar with discord. But I will try
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Thanks very much guys! I'm happy you like it
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Oh btw, the trailer is actually made entirely in CTF 2.5! So basicly everything in the trailer actually happened in realtime and I just screen recorded it.
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For the past couple of years I've been hard at work on my first commercial title made in Clickteam fusion 2.5.
I'm very happy to announce Goblin Colony!Please login to see this link.
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It's an RTS in the vein of Dungeon Keeper with features from village-builders/colony-sims. It should be fairly unique especially for a klik-title.
While there is still work left I'm very proud with what I've achieved so far and hope it might serve as an inspiration to other klikkers and the community.Some inside info/features that might interest you guys:
-Advanced pathfinding (supports hundreds of actors each with different start/goal)
-1 frame engine (everything exept for a few exeptions like title screens etc is maintained in a single frame)
-Gridbased movement
-Fog of war
-Auto-tiling (8 directions)
-Positional sounds
-Positional lights
-Zoom in (with mouse correction)
-Randomized levels ("smart" ie avoids making unplayable levels)
-Map editor
-Minimap* (updates in realtime)
Naturally it features other basic stuff like saving and loading etc. but that's not really worth noting.
I know I'm not the first to do any of these things nor do I claim to have the best way of doing anything but the point is that the game has features and gameplay mechanics considered "advanced" in klik engine. All of this is done without the use of any extensions (* exeption, minimap uses "surface object") while running in fullHD at 60fps. I hope that this makes it a good showcase of what Clickteam Fusion 2.5 can do.I hope you guys check out the game and that it maybe can serve as an inspiration for both old and new klickers!
Please consider supporting the game by wishlisting on steam. Happy to answer any questions. Thank you! -
The offset bug is there for about 8 years I guess, so I suppose it can wait a bit. Didn't want to run the risk to add more issues by trying to fix this.
Really? :o Surprising I did'nt notice it before but now it's killing me.
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Are the picture editor issues being worked on?
The offset bug is really annoying... -
You say that loading this graphic is the first thing the engine frame does, but have you tried making it the only thing it does? For the very first fps I mean. Like maybe you could delay/deactivate the loading of the level etc. and for the first fps only have it create the loading graphic and see if that makes any difference. Just spitballing ideas here.
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All the engine does is create copies of each object (with "0" qualifier) then set their position accordingly. All the code is in the "shadow engine v1.0" objects behavior. It's set up in a way to manipulate shadows for dynamic lights. For your purposes I think it would be better to use purpose specific shadow objects and for any moving object just pair them using the same method as with the turrets.
Though imho, judging from your shadowed version tanks, the quickest easiest way would be to just prebake the shadows in the tank sprite using alpha channel. I don't think overlaps would be that noticable. For the other movable objects such as the crates you'd need separate shadow objects for each (else break collisons).
What method are you using for flocking btw?
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I can't reproduce this, do you have an example? (perhaps it depends on the size of the object?)
I've done some more testing and can now reproduce it consistently. It happens on all sprites (both actives and backdrops) of all sizes. It happens both in maximed and small picture editor window.
However, I believe it only happens when you are zoomed in and scroll down.
You can see it in this video that when you scroll down, the top of the sprite get's "cut off" and this seems to cause the offset behavior. If you zoom out or scroll up it becomes normal again.Please login to see this attachment.
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The cursor in picture editor is acting strange, sometimes the mouse cursor seems offset. It's doesnt happen on every pixel but it was introduced in the latest update (maybe because of the new zoom?)
Better explanation in picture:
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NaitorStudios
Look I've already posted pictures and explained what I meant in this very thread, but ok here it is again:
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This background now shares it's color with "Main UI - Control background color"
There is currently no way to have this background be darker while having a "light" mode skin.Here's a video of one example (but there's more) of the UI flickering/graphical glitching for anyone interested...
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It is included. Look:
Though it shares a lot of its colors with other global elements, so you probably can't skin it to be entirely different to the rest of the interface, if that's what you wantedYes I know you can change it globally (just like with dark skin) but I would still call that being omitted since there's like a gazillion settings for the storyboard/frame/event editor but none for the picture editor. Which is again especially strange since that one even had a unique background (the diamond pattern). Atleast this should be customizable.
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Don't forget that the UI is now highly skinnable, so you can edit it until it's very similar to how it was before. I wasn't a big fan of the UI changes either, especially since the main benefits - dark mode and DPI scaling - are things that don't concern me. But I could skin it very close to how it was before without much difficulty. Other than a few of my own tweaks, my 294 now looks pretty much the same as 293 did. I agree it'd be nice to be able to edit the Properties Toolbar icons though; their sizes are weirdly irregular and the least prominent one ("Values") - is the one I happen to use the most.
Yeah I know and I have. Currently I'm using the Default (old) skin with some tweaks of my own. However there is a huge omission regarding the picture editor which for some reason does not seem to be included in the skin customization options at all. Since the first point of the update states "Fully customizable UI" it's very strange that one big part of the program (the picture editor) is just excluded from this. The icons I can learn to live with but the picture editor needs the same color customization as in the rest of the program applied. Being forced to use dark mode is not an adequate solutions and the performance issues and graphical glitches I feel is just simply unacceptable.
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I absolutely love the new UI, users who complain just didn’t get used to it yet
Glad you're happy but don't go dismissing other peoples divergent opinions especially when it's on topic regarding the key point of an update.
I'm sure you could get used to a lot of things but that really says nothing about the quality and it should be obvious that appearance is highly subjective.I've been using clickteams products since '94 (actually even earlier if you count AMOS) and the UX has been largely the same ever since. Thats almost 30 (!) years. I've spent countless hours kliking and know this program inside and out.
Despite there being other (arguably) more powerful options these days my number one reason for using clickfusion is familiarity.
This is especially true for the picture/animation editor which I don't think anyone would claim is a perticulary "good" graphics editor, but I love using it since it's so easy and second nature to me at this point. It's part of both my dayjob and something I enjoy in my freetime so all this makes me very passionate and caring about the look of clickfusion.Now, Yves has stated that the issues I have (my main one not even concerning looks but performance which everyone should care about) could be fixeable so I'm trying to being patient to wait and see but I refuse to have my opinions dismissed and belittled like this.
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Do you mean the grey and white checkerboard in the picture editor? if so you can actually change the color from the editor it self via options (the one with the wrench icon)
That's have been there for a long time, maybe even since release, but i'm not 100% sureNo, that's obviously not what I meant...It's this:
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Or maybe because we fixed the issue. :p
Glad to hear it. What about the icons? Are they compressed/encrypted/embedded in the exe with no way to change them?
Also it would be much appreciated if there was more customization options for the picture editor, maybe I'm not seeing it but for some reason it seems to be the only thing not addressed in the skin editor etc.
As someone who spends hours in this editor every day the new all white background is really a strain on the eye. Please either revert back to the old diamond shaped pattern or make it so it can be set to grey or something. -
I agree that the UI feels a bit slower and less responsive than 293. Especially the increased delay when opening dialogs, which is really noticeable when you edit an action that opens several successive expression editors. I ended up 'solving' this by turning off "Animate windows when minimising and maximising" in Windows settings. It removes all such animations from the OS unfortunately, but at least Fusion is much snappier.
Thanks for your acknowledgement of the issue. I already have that stuff turned off in windows though. I've played around with various windows settings but nothing really improves it.
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What icons are you talking about exactly? If it's toolbar/property icons, then no you can't, the new icons have a different format (to be able to resize them). If you are talking about icons in the event editor, you can either use the "Default (old)" skin, or copy the icons from this skin to the new one (Default) (or Dark (old) and Dark if you use the Dark theme).
Yeah the toolbar/property icons. Ideally it would be possible to just use old (legacy) UI but I guess you had reasons for not doing that, but is the new icon format compressed/locked ? I'll edit them myself if I have to but I really hope it's possible.
I'm having lots of issues with the new UI it feels generally slower and more unresponsive.
Most things feels like they take a couple of milliseconds more to execute and there's flickering on the UI elements (like it's refreshing) whenever you do something.
Worst is going into the picture editor where the restore window/close buttons appear briefly in the middle of the status bar before getting in their correct place.This is still an unresolved issue for me.
- Event list editor: pressing down arrow on a large event causes Fusion to scroll very slowly.
and in general it feels more slugish to scroll thru events using the keyboard compared to old ui. -
Any way to revert back to old ui icons?