I'm a bit confused, I just opened Fusion 2.5+ and got an update, but it's still showing as 295.9. Checking for updates reports that my version is up to date. (not Steam version).Please login to see this attachment.
Posts by RobertRule
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.
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.
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Arrive shortly? Exciting!
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Thanks, Yves. I assume I can still use this even if I decide to go back to using the DX 9 mode?
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Apologies if I've missed a general 'advantages of direct x 11' thread btw, I did have a search. I'd appreciate a link if the conversation already exists.
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Hi all,
As I understand it, moving from Direct X 9 to 11 would only exclude those on Windows XP and earlier. Given the specs needed to run my game I think a requirement of Windows Vista or newer is fine. The users are at something like 0.1% anyway. Ultimately I'd like my game to be up to date as much as it can be.
The graphical presentation and mechanics of my game is heavily reliant on shaders, and I'd like to optimise and get the game up to date from the ancient Direct X 9 if it doesn't cause too much pain, and am willing to learn how to convert them from the thread Yves created on doing so.
But what are the specific advantages to upgrading? Will I get better performance if my game is shader heavy? A general better performance on modern systems, perhaps Is there anything else changing to Dirext 3D 11 late in the project that could break it? Any problems with occasional extensions? I'm just being careful before putting effort into educating myself and putting the time into the terrifying prospect of learning how to convert the shaders I use, that haven't already been done.
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"Event editor: object list corruption if the frame contains more than 2000 unique active objects. This limit has been increased to 30,000."
Thanks for this one.
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Here's a strange thing, [MENTION=15682]Volnaiskra[/MENTION] : when using the Xbox One controller wireless, only the raw data is detected for the L and R triggers, it doesn't change/register the VACInput value. However, while the left stick is being used, it does work. This is best demonstrated as the astronaut sprite being zoomed in/transparent only while they are being moved by the left stick.
Attaching it wired, it works perfectly without need of the left stick having activity. Testing further, 360 controllers works as intended when both wired and wireless.
This issue is replicated after a Windows 7 restart, resyncing of wireless controllers etc etc.
Any idea why this might be?
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From VACCiNE to your skins to this, your work is always great, Vol. I've been meaning to mention it for a while so might as well do so here. Amusingly I was googling a solution to something not Clickteam-related the other month, found a posted solution and then noticed your username/avatar combo next to it. Took a moment to connect the dots!
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Amazing. What great timing, thanks.
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Hi all,
Is there a way to limit the 'look in direction' event to a number of directions? I'm associating the object Order with the direction (i.e. if the left direction animation is displaying, bring to front; if up direction is displaying, bring to back). I'm matching the direction value with a parent 'base' active and having that Always look at another object - but obviously there are 32 directional values involved in 'Always look in the direction of' which is messing up the effect somewhat.
Is there a way to get the 'actual' direction of animation value that an object is currently displaying? That should be an effective solution. The Active Object I'm layering only has 8 directions of animation in there so if I could read the 'Direction displayed', perhaps, that would solve it.
P.S. I've tried including all 32 directions 'Choose one or more directions' wheel but there's a conflict with the priority of layering on the direction values that exist between the true 8 directions 0,4,8, 12, 16, 20, 24, 28 and 32. If there is an animation image at direction 0, 4 and 8, then the 2 and 3 values makes the layering stutter, perhaps in a clash of priorities.
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Hullo,
I'd like to make a bunch of different rooms in one frame, but far away enough from each other so that when I teleport the character/camera to the next room the others will be offscreen. This'll require some large frame sizes sometimes, so my question is: if the space between the assets is empty, will the frame size alone add significantly to an application's size when built?
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A fair price. Good pricing is an integral part of a successful/moral business. Good work all.
Edit: "Run your whole application from a specific frame" That'll speed things up for me!
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Just a few more days. Very exciting development in the Clickteam history books.
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After reading the blog, I think for now I'd like to join the polite voices saying a bit more visibility would be great, at least as an option for the more senior users who might use it. That way newbies wouldn't experience the UI faux pas/confusion that Simon mentioned. A Fusion-esque light blue in that grey margin just to make it pop a little would do wonders for readability. I'll reserve final judgement for when I've had 2.5+ in my hands for a good while, of course.
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That's my biggest question too, given how broad an area loading/saving is.
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I am officially hyped.
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You guys are getting me all hot and steamy with these positive impressions. [MENTION=10509]SirEatAlot[/MENTION], what sort of performance problems were you having - just some framerate/memory struggles, or something more complex?
Exciting!
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1. From the forth coming help doc
Thanks for the information and good community comms. Are the Windows runtime improvements limited to the new checklist options such as 'Optimize Events' and 'Optimize Image Size In RAM', or does Fusion 2.5+ perform better/faster that 2.5 in general? Forgive my ignorance if the performance improvement comes naturally with DX11.
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Oh dear. I'm on 290.4 (Dev version, English) and can't seem to update. I've restarting my PC but had no luck after several attempts to update. Anyone experienced this when trying to install directly through Fusion 2.5? Perhaps there's a standalone update .exe downloadable on the site somewhere?
Edit: Seen Yves' advice to reinstall earlier in the thread. I'll try that now.