Posts by piscesdreams

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.

    Update: I made a version that breaks at the 1920x1080 resolution, and a user on Discord was able to reproduce it. Here it is.

    It seems that for the glitch to happen, the application window must be exactly half the resolution of the screen, e.g. 960x540 if you have a 1080p screen, or 1280x720 for 1440p in my case.

    Can confirm halving the resolution of my monitor reproduces the issue on my end using a 3440x1440 ultrawide.

    I haven't tested it fully on ultra-wide and such setups though (if anyone can test on more uncommon resolutions I'd be happy to hear the result.)

    Here are some screenshots of the demo from my ultrawide. It's 3440x1440 @144hz and ran at solid 60fps, but I am using an RTX 4090 so I'd be worried if it didn't. :D

    Just thought I'd share a long overdue update. Both myself and friend handling the story and music on the project experienced some heart and adrenal gland-related health concerns last year that forced us to focus on that first; thankfully, we have an all-clear now and can have a sigh of relief to move forward. We'll be reconvening next month to push as hard as possible to get this finished this year...finally. It's taken so long (seriously, over 10 years...) I'm starting to think this project is cursed. :D

    • The core game is fully playable front-to-back with all features, bosses, etc. and even runs well on Steam Deck! If I had to put a percentile on how complete the overall package is, I'd say around 90-ish%, possibly higher.
    • Numerous areas of polish have been added, including in animations, environments, textures and other misc. areas.
    • A few older in-game tracks are going to be re-orchestrated to bring on par with quality of more recent arrangements.
    • All cutscenes are fully rendered, polished and in-engine. We're halfway through sifting through hours upon hours of voice-over selecting final takes so we can then mix and master and ultimately bring into the engine. Everything is coded to load these externally based on the filename and line number once the final takes are rendered.
    • Some music for cutscenes remains to be scored and we have a couple characters we added that will need voice-over recorded this year but it's very minimal by comparison.
    • After final cutscenes are ready, they just need to be brought into the core game and connected to their triggers. At that point, the entire experience will be fully complete, front-to-back and we can begin outside bug-testing.
    • I've performed lots of bug-testing in this gap period and fixing those as found but we will still have proper outside bug-testing once we have a final build. I have a few people lined up that are really good at breaking games so they'll help us sniff out things we may have missed.
    • I'd love to release this year but it all just depends on how smoothly things goes in this final stretch. We want to have a minimum of a 3 month promotional period to raise interest in the game before release so release will depend all on when exactly that final build is complete.
    • Updated demo will be released sometime this year, I'm sure.


    I made an example of how zoom could work in fusion, unfortunately it only works on dx11 because the scaling is different in dx9. Unfortunately, resizing the window is only possible when it is minimized

    Please login to see this attachment.

    Is there a chance of a built-in zoom function in the future?

    This flashes between every resizing on my end and is disorienting--am using NVIDIA GPU for DX11. Does it do that on your end?

    EDIT: This only happens on my ultrawide monitor. If I move to regular widescreen 1920x1080 monitor it operates smoothly to match the event actions you have setup. Perhaps if there is a way to get the resolution of the monitor and set the floating point numbers accordingly somehow this would be a viable solution.

    Amazing--thank you! :)

    Sorry for the delay guys, there were some complications for me since Xmas, the last weeks were a bit complicated (my heart has "changed" and my pacemaker settings required a couple of adjustments). The good news is that everything seems now stable, fingers crossed. I'm back on the build 296 at a normal rate, I'll post an update asap!

    And btw thank you all for the kind words :)

    Glad to hear this good news! I had some (minor) heart concerns myself last year that turned out to be fine (thankfully), but I completely empathize how the heart becomes the forefront of attention.

    Not a bug. It is 0-based, and built-in animations are always included in the number even if they've got no animation frames. First custom animation is number 12.

    So in your example, animation numbers are 0, 12, 13, 14.
    Confusingly, the Animation > Current animation value expression returns last set number, even if it wasn't valid and a different animation is being displayed.

    Don't restore animation sequence like Method 3, as that reverts to previous one you had before you did Change animation sequence action.

    Aha, that makes sense. Thanks for the clarification! Unsure why I didn't think that with the animation sequence names being #12, #13, etc.

    I'm unsure if these results I'm getting is your intended effect, but if you change the x/y move ForEach loops to something like "red_xmove", "red_ymove","blue_xmove" and "blue_ymove" seems to separate them out for me, but red wasn't moving so I could be wrong if this isn't what you're expecting.

    Yes, absolutely. The INI is pretty deep at what all it can do. The File object is what you're looking for to verify existence of a file.

    A little more on what the INI can do... I built a dialog text blitting system that performs certain actions based on special characters before the dialog is blitted. I used the Left and Len functions in the expression editor to extract these from the ini and perform a function based on what's there. For example, a number in the INI before the dialog is to automatically designate the name of the character speaking. An asterisk before a number in my INI is a delay in milliseconds. Not sure how far you can go with this in Fusion, but there's definitely potential for this.

    Feature request: an option to automatically create and group objects into folders in Event Editor based on folders in Frame Editor.

    For example, if I create a folder in the Frame Editor named "Sprites" and drag my relevant active objects to it, the option will automatically create a folder in the Event Editor and pull the same active objects into that folder.