I'm on the latest stable Fusion 2.5. I'm using a for-each loop to iterate through a list of actives to destroy all actives in that group except one. I was surprised to find that the count of objects was unchanged after the loop had completed. Someone on the Clickteam Discord mentioned that Destroy isn't processed immediately; It's processed before the next event loop. Well imagine my surprise when I used the Function EggTimer extension to count the objects in the next event loop iteration and it was still unchanged. Over the course of about 25 event loop iterations, the actives were eventually destroyed. This is very weird behaviour.
Posts by SteveTaylor
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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Thanks for your reply, Yves.
I suspect you tried to reproduce this from the Steam version of Fusion and couldn't. Can you please try with the standalone version? That's what I used and I'm fairly confident you'll be able to reproduce it. (A friend of mine tried with both and could only reproduce with standalone.)
I found my copy of version 1 of the Steamworks object. It works correctly, but not on any project that's been touched by version 2. So I'm going to keep using version 1.
Quote from YvesMaybe try re-installing the Steamworks object from the extension manager?
Steamworks doesn't install from the extension manager, which is unfortunate. It has to be "bought" for $0 from the ClickStore. In fact, my troubles started when, for some reason, I thought I should re-install the Steamworks extension, which replaced version 1 with version 2.
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Reporting this here because bugbox is down.
I have the latest stable version of Fusion 2.5 installed as well as the 2.5+ DLC and the Steamworks object.
I've been experiencing an issue with Steam failing to connect. Here's what happens:
- I run the application (press F8).
- The app runs and connects to Steam successfully.
- Fusion marks the project as modified.
- I close the app and run it again (press F8).
- The app runs, but receives neither success nor failure connection events from the Steamworks object.
- I close the app.
- I close the project and it prompts me to save the changes. (Fusion made those changes as a result of running, which it doesn't do in older versions.)
Scenario 1: Save the changes
- I click OK to save the changes. The project saves and closes.
- I re-open the project.
- I run the application (press F8).
- The app runs, but receives neither success nor failure connection events from the Steamworks object.
Scenario 2: Don't save the changes
- I click Cancel to disregard the changes. The project closes without being saved.
- I re-open the project.
- I run the application (press F8).
- The app runs and connects to Steam successfully.
- Fusion marks the project as modified, and so on....
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I think it's disabled when you've selected the profiling option.
Where is that option? I can't find it anywhere.
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Try the Web Query Object. It's not free, but it's cheap (4.99 USD I think) and it supports SSL. You can then create your own API using something like Node.js and Express.
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It's not just the forum. It's the entire *.clickteam.com wildcard. That includes the Click Store. Sales would have fallen off a cliff
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I started doing this. It gets a bit tricky if you want nested function calls. You'd want some sort of stack data structure to do it properly.
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Are there advanced user topics you are wanting to see? Perhaps in lieu of advanced user courses, we can point you in the direction of some of these individual topics.
I would like a course that covers sub-applications, if in fact it is the case that I just don't know how to use them properly rather than them being riddled with bugs to the point they are useless.
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I'm updating my Windows-only game, making the resolution wider (from 1024 to 1366 pixels wide), but keeping the sub-application at the original 1024 pixels wide. The sub-application is where the gameplay happens. The gameplay frames are much larger than the sub-application, so there is scrolling and it follows the player.
The problem is that when the sub-application is 1024 pixels wide and the application is 1366 pixels wide, I see only 1024 pixels wide as expected, but the frame seems to scroll horizontally only far enough to fit either the left or right edge in the screen, not the sub-application. This means that the right 342 pixels are cut off. Also, clicking on the area outside the sub-application, to the right of it, triggers events in the frame that the sub-application should contain.
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This may help, especially the conversation in the comments: Please login to see this link.
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Success! LB's EDIF works a treat. All pushed to GitHub now.
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Thanks ProdigyX. I'll try my luck with option #1 and post the results here.
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Just my personal view here, but allowing official Clickteam extensions to be altered and put out there to the public sounds like a support nightmare. No matter how clearly you point out that it is non-official, people will not read or heed these warnings and would come to us with complaints and bug reports and so on. This already happens for 3rd party extensions so I'm almost certain it'd be worse in this scenario…
Respectfully, I think your personal opinion is wrong. If you open source at least a subset of the official extensions, others will fork them for the purpose of submitting pull requests to improve them, and you can choose which pull requests to accept. No one wants a zillion forks of the official extensions and putting them out there certainly isn't going to make that happen.
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Thanks conceptgame . Unfortunately, I'm still ironing out some kinks, such as the extension crashing the app when it is inside a sub-application. I have no idea why this is happening.
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And here's the working extension: Please login to see this link.
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I rebuilt my extension using EDIF and it worked. Now all I have to do is get it to produce to produce the correct results!
Thanks again everyone for your help.
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Wish I could update to 257. There are some extensions the game uses that won't work in later versions, or so I'm told. (I inherited the game from a friend.)