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.

    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.

    Ah okay, thanks Volnaiskra. After a little trial and error I figured it out. I tried building it like you suggested, and it seems that doing 'File -> Build -> Application' will build the application as an internet application .ccn file so long as the build type is set to Sub Application. So to get 'main.mfa' to work without freezing, follow these steps:

    1. Open up 'scrolling.mfa' and do 'File -> Build -> Application'. Save it as "scrolling.ccn" in the same place as the .mfa example file.
    2. Open 'main.mfa' and simply run it. It should work now.

    The "main.mfa" example file seems to be freezing due to the first action in the first event.

    * Start of Frame
    Sub-Application 2 : Set application Apppath$ + "scrolling.ccn"
    Sub-Application 2 : Set global value 1 to 5
    Active 5 : Stop
    Sound : Set volume of channel #1 to 70
    Sound : Play sample SeeingTheCup2 on channel #1, 0 times

    Deleting that first action should allow it to run without freezing. Obviously that renders the example kind of pointless, though. I'm not sure what "scrolling.ccn" is or where it can be found.

    As far as I can tell, the only way to create an object by name from another frame is if you use the 'Include another frame' feature.

    For example: If you have an object called "Active2" on Frame 2, but you want to create "Active2" on Frame 1 without manually copy/pasting it into Frame 1, then you could tell Frame 1 to include Frame 2. Using the 'Create object by name' action in Frame 1 would then be able to create "Active2" since its data has been copied to Frame 1 at runtime. It still won't be visible in the list of objects for Frame 1, but typing its name into the expression editor should work. Make sure 'Create at start' is unchecked for "Active2", otherwise it will automatically appear in Frame 1 at runtime without using the create action.

    There is a small but annoying issue with the global Event List Editor that I recently encountered. When you open or close a group inside the global Event List Editor and then save, Fusion will not save the open/closed state of the group(s). For example if you close a group in the global Event List Editor, save, and load, the group will be open again.

    This problem does not happen with the global Event Editor, only with the global Event List Editor. Fusion can properly save the open/closed state of groups in the global Event List Editor *only if* one of any of the following things is done before saving:

    *Switch to the global Event Editor.

    *Switch to either the normal Event Editor or the normal Event List Editor of a frame.

    The same issue also exists for the behavior Event List Editor. This issue does not seem to be present for the normal Event List Editor.

    Bitdefender has started to Quarantine exe builds. Says infected with : with Gen:Variant.Mikey.142410 ... Its easy to restore the file though would never send it to any one. This is on the latest beta.

    Tried to build unpacked EXE after and no option to save as unpacked even with the checkbox ticked under Windows tab maybe a bug.

    Using Fusion dev latest beta

    Are you using build 294.10? As far as I'm aware a new beta version hasn't come out yet at the time of typing this. 294.10 is the official Release version.

    Also, as long as you have the "Unpacked EXE" checkbox ticked under the Windows tab, the built EXE should be the unpacked version. You can still use the normal 'Build > Application' menu option when the Unpacked EXE option is enabled.

    There is what appears to be a purely visual bug on build 294.10 in the Event List Editor.

    Under specific circumstances when you highlight a large number of events, you can cause the first highlighted event that you right click on to visually swap places with the highlighted event that is farthest down on the screen. It will go back to the way that it should be if you deselect the events or left click on just about anything. I can't say for certain whether or not this bug does anything to the actual event data, but as far as I can tell it seems to just be some kind of unnerving visual glitch.

    I find it difficult to describe how to reproduce this bug, so I've attached a video showing how to reproduce it as well as the .mfa file I made to test it.

    Although the video shows this bug happening with a child event, it can also be reproduced with regular events. The zoom level of the editor was set to 100 but I was also able to reproduce it when the zoom level was at 50. I would recommend keeping zoom level at 100. Please note that in order to get this bug to happen, it is important to scroll the screen to the same positions as I show in the video. If you don't scroll down or up far enough when selecting the first and last events, the bug will probably not happen. Also, the recording did not capture the menu that pops up when I right clicked. The point in the video where the top condition "Current frame of Active" changes from "<=0" to "=8" is where I right clicked on the event.

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    You can also customize some of the Fusion menu buttons that aren't found in the new Skin Editor by right clicking the top menu area and selecting the 'Customize...' option. While the Customization window is open, click on whichever button icons you want to change and they will be selected with a black rectangle. You can then right click on the highlighted button and choose 'Button Appearance...'. In the window that pops up, you can change the image of the button to what you want, including the old button images from the old Fusion versions. It seems to be a really old feature and there is a very limited color palette and size available for the custom images, so you probably won't be able to get the buttons to be exactly the same color as they used to be for some reason. Also, some button icons do not appear to be changeable, such as the ones found in the object properties and frame properties menus. You can see from my screenshots that I've replaced some of the buttons in my Fusion with the old images.

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    There are 2 different versions of Ini++ available on the extension manager. The old one is called "Ini++" in both the extension manager and within Fusion. The new one is called "Ini++ Object" in the extension manager and "Ini++ v1.5 Object" within Fusion. The file in the extension folder for the older Ini++ extension is "Ini++.mfx" and the name for the newer version in the extension folder is "Ini++15.mfx".

    The newer Ini++ object was updated on April 2nd, 2019. It was updated to work with the Fusion 2.5+ DLC, as there was a crash bug related to using the previous version with objects that had more than 26 alterable values.

    It's very important to not attempt mixing and matching the events from the old "Ini++" extension with the newer "Ini++ v1.5 Object" extension or the other way around. Dragging the events from one Ini++ extension to another in the Event Editor will look like nothing happened as it does not create a check-mark, but it actually WILL create the action of one version of the Ini++ extension inside the other version. This is only visible afterwards if you look at the events from within the Event List Editor.

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    I can't say for certain, but it sounds as though the crash you are having might have something to do with using actions from the newer "Ini++ v1.5 Object" inside the old "Ini++ Object", or the other way around. I just tested it myself and indeed I get a crash if I try to use the new version of the 'Load' action with the older version of Ini++, which makes sense.

    I would recommend that you use the newer Ini++ v1.5 Object / Ini++15.mfx version of the extension unless there's some important reason that you need to use the older version. It has more features than the older version and will also work with 2.5+, if you ever decide to get that. If you really don't want to use the newer version, then you should make sure the older version of Ini++ in your project isn't using any of the newer versions actions or conditions, and remove the newer version from your project if you don't need it.

    It's true that X and Y as letters are not the exact opposite of each other and it would be odd to consider them negate-able in that sense. That being said, X & Y represent two different axis and the idea of switching between the two makes sense in my opinion. Horizontal is the opposite of vertical and vice versa. There are only two options to choose from, just like with all of the other negate-able conditions/actions. Unless Fusion 2.5 is going to be having Z coordinate conditions and actions added to it, 'negating' X and Y shouldn't cause any issues for users.

    If it were to be added it would certainly be a nice QoL enhancement. I'd find it useful. On the other hand, if it's too complicated to add or there just isn't time to spare on it due to all of the other more important things that need to be worked on then that's totally acceptable too.