Posts by DistantJ

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.

    Hello,

    A bit of an issue with the Mac version, I'd say - It still uses the identical Windows keyboard shortcuts, making it very confusing and frustrating when trying to copy and paste. On every Mac application the standard key shortcuts use the Command key, so Cmd+C Cmd+V to copy paste, Cmd+S to save, Cmd+X to cut and so on. It'd be as simple as just mapping Cmd to CTRL in this case. I'd highly recommend doing so as Mac users are all used to this setup. CTRL isn't used much on Mac.

    - Sam

    Yep. They make you pay again even though it's just running in a WINE wrapper... And yeah, I'm still waiting for a response to my upgrade request as well. I only even use Fusion for legacy stuff (editing my old games etc.) now anyway, been with Unity since 2014. But yeah, for legacy purposes I am waiting for them to eventually bother to reply to my request to pay them for a WINE-wrapper. Pretty disgusted to be honest. Close to asking for the removal of the AVGN screenshot from their marketing cause I don't wanna be associated with this bull.

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    What's up, people! It's been a while since I've been here since I'm now off gallivanting with Unity and C# and all that, but I revisited Fusion one final time to create an enhanced PC version of MANOS: The Hands of Fate for Steam, which finally released last night! Here it is!

    "This game will be bigger than Skyrim!” - Bill Corbett, Rifftrax/Mystery Science Theatre 3000

    Remember how every film had it's own platform game adaptation? When every man, woman, child, animal and inanimate object were out to get your character? When the streets were filled with bats, ghosts and Frankenstein monsters? MANOS: Director’s Cut will take you back to the absurd adaptations of the past!

    Lost on their vacation, Mike and his family have wandered the desert trying to find a place to stay, only to wind up in the mysterious Valley Lodge. Maintained by Torgo, an unusual man/satyr who "takes care of the place while The Master is away", the hotel is swimming with paranormal activity which Mike has to brave through to find his now missing family. Who is The Master, and what does he want with Mike's family? Armed with his trusty revolver, Mike will have to wander the haunted halls, venture out into the desert, uncover a dark temple and battle the forces of darkness to find out!

    - The worst movie of all time is now a video game!
    - Homages to all of your least favourite terrible movies and games!
    - Retro-style cut-scenes telling the not-so-classic story of MANOS, with art by Matt Kap, the pixel artist from The Binding of Isaac: Rebirth and Castle in the Darkness.
    - Unlockable PLAY AS TORGO mode!

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    Free product keys (First come first served!):

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    Aha OK, thanks! And you say just buttons 1 and 2? On MOGA, is button 1 A and button 2 B?

    By the way, in regards to your removing the touch interface if the controller is connected, I plan to do what a lot of apps do, perhaps you could use this method too...

    - Once the game recognises any input from a game controller, hide the touch interface.
    - If the touch interface is hidden, but the user touches the screen, show the touch interface again. If a player wants to stop using a controller for whatever reason, the first thing they're going to do is touch the screen!
    - With a global value, this can be hidden from the player, since they will press a button on your title screen to get started and the interface will be disabled instantly.
    - You can also make it so that the controls don't necessarily reappear if you touch something in a menu or the pause button, so that the touch interface doesn't keep popping up if they choose to use menus that way.
    - There's also the option to make the touch interface reappear after a certain amount of time with no controller input, assuming the player has turned off the controller, or the battery has died, if no input is read for more than a certain amount of time.

    I found that quite a few apps use this method, and it seems pretty solid.