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.

    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.

    As for all the sound effects, it's looking like the only "fast" way to do this will be to go into the code that triggers the sfx and just adjust the volume there. I figured out a slick way of keeping it manageable by taking the volume of any given sfx, and set an event that subtracts it by -20 for instance, from the global value of Main Volume. Not the most robust method by any stretch lol, but it seemed to work, so i may end up going that route.

    I'd strongly encourage you to take the time to swap out remastered/normalized audio in Data Elements in lieu of additional events to adjust volume for each specific sample. It's much cleaner and doesn't require any additional code to run when the sound is playing.

    Here's the process I used. It still took time manually swapping out, but if organized it's not all that bad.

    1. Select all samples and extract from Fusion to your chosen file path.
    2. Perform all your remastering/normalization via a macro in Audacity.
    3. Run all audio files through a batch file renamer program to add something to the file name so you know it is the new file as you swap them out. I added "_revised" to the end of the file name.
    4. Use Excel to import the entire list of audio files and make the data a table with filters.
    5. Sort alphabetically and work in chunks one letter at a time.
    6. Use your keyboard in Data Elements to jump to the letter you're working on, saves a lot of time scrolling.
    7. Make your swap for the new file.

    My next game will have all audio loaded externally, so that if I need to revise a sound effect/music file, I don't have to do it one-by-one again. I understand a mass-import could be problematic if filenames are different, but wish there was an option nonetheless.

    Not sure what DAW you use (I'm a Reaper guy), but I'd encourage you to look into Audacity's macro capabilities that may make quick work of any repetitive processing. For example, I created a macro that normalized all (again, nearly 1,000) audio files to -12dbfs to give more headroom for multiple files to play simultaneously. Had I loaded audio externally, I'd have been done right when Audacity finished the macro, but instead, I had to replace each file one-by-one...

    Not sure of a way to outright remove the audio, but there is a way to mass-export all files. Click the first audio file in data elements, scroll to the bottom, hold shift and left click the last file, then "Extract."

    As far as replacing the audio files, as far as I know when your audio is saved to Data Elements, this must be done one-by-one. This is what I had to do for my project for nearly 1,000 audio files. I put in a feature request to mass-import/overwrite, but not sure if Yves saw it, thinks it's possible, worth the time, etc.

    Interesting. I've never once ran into this issue on any of my machines. I just re-downloaded Distraint that I have in my Steam library and tested the various legacy/deluxe exe files, but all worked as expected. What's really interesting here is it's not using the unpacked exe option, it's all built in to the exe file itself.

    Was the Steamworks.mfx updated after the unpacked exe option was added? Wondering if it was updated, did the update create an unexpected issue?

    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.

    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'm unsure if you're building your backdrops directly into the Frame Editor or if you have a tile loading process, but probably the most-straightforward process would be to have your backdrops on separate layers and hidden at runtime. Then, just make the corresponding layer to your global value visible using the Layer Object. But, depending on the amount of art, size of tiles (if sliced into tiles at all) and other factors can inflate your RAM usage.

    This is all hypothetical, but...

    1. Create two alterable values, one for the number of frames in your animation you want to reverse, and the other for speed of animation. Set the default value of the animation frame Alt Val to be the number of frames in the animation, and the default value of speed to be a millisecond type of delay.
    2. In the event editor, you'll subtract 1 from the animation frame Alt Val and set the animation frame using events to the Alt Val number. You may have to use an action like "Restore Animation Sequence" somewhere in the actions, depending on how your code is setup.
    3. Add a condition to restrict actions by the 2nd Alt Val you created for speed.

    Theoretically speaking, this should be a work-around to reverse your animation sequence. Not very ideal, as you'd have to do this for each animation individually and it'd honestly be easier to just have a separate animation reversed.

    As we gather to bid farewell to 2023, this seemed like a great (and long overdue) opportunity to provide an update on Anathema's development. Overall, 2023 was subjected to multiple setbacks and delays due to somber personal life-events that took precedence and attention away from Anathema, but we managed to exit the year nonetheless with some major milestones. Please read below for further details!


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    GAME-RELATED

    • All in-game audio has been completely remastered. This allows for more headroom in the digital audio spectrum and should produce far less "clipping" audio and artifacts that was present in the 2017 demo.
    • The cover artwork is currently being drawn by our good friend Pyroklastic (his game can be found Please login to see this link.). We can't wait to unveil it when it's ready; the work-in-progress updates we've seen have been fantastic.
    • The polish phase has commenced. Below are select comparison screenshots from the 2017 demo to the 2023 pre-release build. Note that these are all still very much a work-in-progress and the animated version's resolution and color count have been lowered due to the service used to make the animated images.


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    CUTSCENES

    • All in-game cutscene artwork renders have been completed and are now functional in-engine. This doesn't include the game's ending, which will begin production in 2024 after we reconvene to plan storyboards.
    • The number of images in cutscenes completed total to a whopping 593 panels that took approximately 100 hours just to render the imagery.
    • There are 28 cutscenes that span a 70 page script.
    • Voiceover lines were recorded in 2017, but will have some additional voiceover recordings for minor NPC characters.
    • Music, sound effects and voiceover lines are next to be added to cutscenes. The voiceover lines need final selection of best takes for each character, music will need to be scored for select scenes and sound effects where applicable.
    • Below are some screenshot examples taken from cutscenes at various points throughout the game.
      Note that all dialog text has been censored to prevent any potential spoilers of the story.

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    RELEASE WINDOW
    For those that have followed the development of Anathema since it went live on Steam Greenlight in 2015 (remember Steam Greenlight?), we've firmly not set a release date until we feel confident it is a date we will successfully deliver on. Anathema's core gameplay loop of all 13 stages is fully playable and complete from front-to-back and combined with the below updates and milestones, we can confidently say Anathema will release in 2024. While we're not ready to nail down a specific date, we feel this window is more than reasonable, but we will share more updates on the release date as they become available.

    Stay tuned for more updates in 2024! There's going to be a lot more as we ramp up towards the marketing and awareness phases leading up to release!


    HAPPY NEW YEAR!!!