Posts by Tek

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.

    Porting Fusion games to Switch is something that Clickteam does through its Professional Services program. If you'd like Clickteam to help port your game to Switch, go to their support site, click on the 'Professional Services' section, and open a new ticket.

    Here's their support site: Please login to see this link.

    For me, the size of the icons and text is ever so slightly larger in the second view. If nothing else, it seems to me that the 3rd view is useful for being able to fully display the name of objects that are incredibly long without needing to manually resize the window. Long object names get cut off in the 2nd view.


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    The reason for INI++ only saving up to 99 values is related to an issue that popped up when the 2.5+ DLC came out. INI++ was created back when objects in Fusion only had 26 values available in them. The extension was programmed to only save 26 values with the action to save everything at once. When 2.5+ came out, this causes INI++ to crash when saving objects that contained the new amount of values and strings.

    Yves released an updated version of INI++ to prevent the crashing. It's a quick fix that increases the maximum number of values the extension can save at once to 99. The code refers to the saved values in a way that apparently explicitly expects the maximum possible number to be double digit. Changing it to be triple digit would require a more detailed examination of the source code. Hopefully someday the extension can be updated to accept the full amount of 2.5+ values.

    Here's a link to what Yves said about it in the original thread. Please login to see this link.

    Thank you for the update, Yves. I'm sorry you've been feeling unwell and I hope you feel better soon. I really appreciate everything you do for the Fusion community, and I'm really sorry if that has been a source of stress. Take the time that you need to relax and rest up. Merry Christmas, and Happy Holidays!

    If you added or deleted some events after running a search, the search results in the 'Find' window may still remain, referencing specific event lines that either no longer exist or which now contain different data. Run the search again and see if it still gives the same results.

    Yes, your approach can work. Fusion is overall quite a bit more powerful now than it was in the MMF2 days, and a game like I Wanna Be the Guy is well within the abilities of the engine. Since you're developing with only PC in mind, performance should be even less of an issue.

    If I'm understanding you correctly, it sounds like you want to have one very large level frame and build every one of the 50 levels inside of it. When the player switches to another 'level' they would simply teleport to another part of the frame where the next level is located? I don't have any experience with doing it that way in Fusion, although it is technically possible. That being said, I think you could run into some issues doing it this way if you end up needing too many objects loaded at once, or if you make a lot of really large objects or the frame ends up being absolutely massive in dimensions. The max number of active objects in a single frame at any given time is 30,000.

    Usually the practice of loading all of your levels in a single frame is done to avoid the clutter that having something like 50 individual level frames would cause, along with the difficulty of keeping track of the events for each of those frames.

    There's another way of doing a game in which you use only 1 frame for all the levels, but in which you do not load them all at the same time. With this method, you would have a single blank frame that loads 1 of any number of different levels into it one at a time from a file. When you leave the current level, the frame resets and loads up a different level. This method generally requires you to create some kind of custom level editor in which you create and save the data for each level which would then be loaded by the games single level frame. If you don't want to make a full blown custom level editor, you can still use this method by building your levels in separate frames in Fusions default frame editor and then programming a set of events to loop through all of the objects in the frame to save to a file in the same way that you would with a custom level editor. I think Volnaiskra developed a method like that if I remember correctly.

    Option to remove sound from the project.

    To remove sound files from the Data Elements window, delete any actions and conditions which call for that specific sound file and then save. Once you have done that close and reopen your project.

    If you removed all references to the sound file from your events, the file will no longer appear in Data Elements.

    One way you could do it would be to use the File object to check if the ini file exists in whichever directory you specify.

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    In the above example, the File object checks to see if the file "example.ini" exists in the 'C:\Users\<USERNAME>\AppData\Roaming\FusionExample' directory.

    If the file exists, have it load the volume data from the ini file. If it doesn't exist, then have it go with default volume levels.

    The rotate tool in the sprite editor only rotates the entire frame.  I would suggest creating and editing your sprites in a separate art program, and then importing it into Fusion.  If you really want to rotate specific parts of the sprite using the Fusion sprite editor, you'll need to copy the part of the arm you selected, paste it into a blank frame, rotate the arm in that frame, and then copy/paste it back into the original frame.