Posts by imagicalfantasy

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 noticed in theme editor I can put larger than legacy 32x32 icons for internal objects. Rendering was surprisingly nice everywhere the icons appear as you can see in my screenshots. It could be nice to add an option that allow to use larger icons on objects. Tiny legacy 32x32 icons aren't alway easy to understand quickly and I'm sur it should not be really complex to allow users create larger icons on objects.

    I think it could be a great quality of live change.

    There actually is a built-in way to do this for entire animations. Inside the Animation Editor, right click on one of the white boxes from your direction selector and there are options to "Create Rotated Directions" or "Create Opposite Direction" as well as flip horizontal, flip vertical, invert the entire animation.

    For my game, I set up the entire animation facing the right direction, right-click and "Create Opposite Direction" then I right-click the left direction's white box and "flip vertical" - boom - done. :)

    I know this one and It's what I use currently...
    But :

    • This will work for only one animation at the time. You need to repeat it for walk, run, crush down, custom animations, etc... In my case my objects have 40 differents animations. So I need to repeat process 40 times.
    • The opposite direction isn't mirrored process, it is 180 degrees rotated. For a platform game it's not exactly what I need. So I need to waste some extra click flipping vertically after created opposite. Fusion should got a "Created symmetric opposite"


    I still hope fusion will got a decent "one click create symetric opposite for all animations of an object"


    Currently I use mouse recorder to create a one keypress to do manipulation... It's still not ideal

    A simple thing that will be really time saver for me is a way to create fliped opposite animations on the whole object.

    I've 25 characters with arround 600 frames of animations in each of them and they have all arround 40 animations... I've to process lot of borring copy paste and flip for each of them.


    To have way to process whole animations object could be really helpfull.

    Is anybody have example of how to support "animated tiles" I made in my tileset some animated tiles and they are static in fusion.

    All example I found are outdated and I just don't understand how and if it can work and how mush it need manual operation or it could automated if tileset tiles are animated.


    After some test, all tiles are alway on 0 "Animation index" so, I've 2 choice : Animate ALL tiles or Animate no one... it don't make sense.
    There are some event to enable callback and there is "Set animation" action for tile callback but it do nothing, all tiles are stuck on animation slot 0.

    Lack or docs and example for a lot of powerfull extentions make them painfull and frustrating to learn where only a complete and updated example should help a lot for that.


    Thank you for help

    All my tests on this object has failed.

    I tested with my motherboard build-in adapter
    I also tested with all mode of a dolphin bar.
    I never seen any person that has been able to use it


    So I don't undestand how this object can work too...
    So this object is broken and just can't work...

    Even if iexplore.exe isn't reachable, I doubt than they will completely remove iframe component ; that will be break too many apps compatibility. For sure, the best thing they should to is to change ieframe component to an edge compatible interface... But MS don't have habbits to make things properly... Legacy Ieframe with the good old trident renderer will stay.

    I use a lot variables with qualifiers. Considering this, variables need to be sync with all objects with the same qualifier because with qualifiers, variable ID are vitals. To be able to sort variable is nice aditions when you don't matter of variable's ID. But when your are using qualifier you alway need to use a variable with a specific ID on each objects. For qualifier use, variable management still stay a painfull task to be sure all objects with qualifier have same variables and also to be sure 2 qualifiers applieds to a same object won't have variable ID conflicts and could work together.

    Here is a list of some features that could be really really helpfull for variable management when you're using qualifier. All improvements I suggest will need some studies to work and I know they are not all easy to do. But I'm almost sure that users could really enjoy them working more efficiently with qualifiers and variables. So I hope that some of theses points could be reality in next big Fusion update.
    PS : When I talk about variable, it's include alterable values, alterable string and flags.

    ==Give tools to use variable by names==
    - Add a checkbox in expression window (when you have variable dropdown) allowing to use variable name instead of ID.
    - Add expression to get variable content by name.

    ==Help variables managements==
    - When you double click on variable name in properties editor, add ID field in adition of the name.
    - Add a windows with a list of all qualifier and a list of variables that allow to overide some variables names and ID for each qualifiers
    - Add a button in properties manager to edit variables of object "as json", that will allow to fix ID issues quickly and will help with bulk modification or copy/paste operations.

    ==Operation helper==
    - Quick way to replace variable ID by another in whole event for a specific object or qualifier, could also include some feature likes add +1 to all variables ID greater than X. I'm perfectly aware about the fact that will not change "evaluated" variable ID (when you use expression) but it will spare me to pass hours to change ID variables in my events when I'm working with qualifier and I need to make important change to my values.

    ==Misc fixe==
    - Allow more than 32 flags (removing strange modulo design on flags ID, you could add compatibility checkbox in app settings)

    I anybody think these ideas could be nice, let know it !

    Why not just using actives? In D3D backdrops are also re-drawn each frame, so there is no worry about performance. You can use a flag to scope the “backdrop” active or just duplicate a dummy.

    Next update will add condition "Is overlapping At (X,Y) condition" so it will be possible soon... This is why I'm still using backdrops currently.