Yves, have you considered the use of a shader transpiler to add shader support to other platforms beside Windows? There are many transpilers on the internet, many being free and open source as well...
I saw that the latest FNAF updates includes some sort of app specific custom code to get a shader on it, and I guess porting to consoles can also be a pain for Clickteam if it has many unique shaders.
So I guess a transpiler would not only make games on other platforms more flexible and better looking, but also help with the official Clickteam's porting service!
(It may also be used to automatically convert DX9 shaders to DX11)
I think this should be considered, this may also be something important for Fusion 3, but idk know how it will handle shaders although the old video about it had some things that looked like shaders (like the fake 3D perspective for the tiles) and was running on a Mac so...
Another thing, have you ever noticed that when you upscale a game to full screen or something it gets columns/rows of deformed pixels? Basically it can't get all pixels the same size because of obvious reasons...
I heard that there is a better method for upscaling pixel art and stuff, it's called sharp-bilinear, basically it tries to keep the middle of the pixels solid but smooth out the sides of the pixels, making all pixels the same size.
The drawback is a tiny clarity reduction in some cases, but it looks a lot better than having an entire line of flattened stretched pixels...
I think I already mentioned RotSprite as well, but there could be more levels of "quality" when changing the angle of objects, I've tried recreating it with shaders but because it can only get what's visible it would look bad close to the edges...
This algorithm basically works by upscaling the image with Scale2x Algorithm (going up to "Scale8x", so this could have many levels of "quality"), do change the angle, then downscale it back to the original resolution, this makes for a clearer and more accurate shape, with less missing or twisted pixels, meaning people could do better real-time rotations without relying on pre-drawn stuff...
This is the scaling algorithm used:
I still use qualifiers in global events since the update that allow it and I made a frame as base to have named variables on it. It's good for the events. I still have to copy paste a lot of objects between all my frames for the UI layers each time that I want to add one. Same for each generic object, extentions and helper that I need to have in each my levels frames. To have "Global layers" or "true global object" feature that enable to use object in all frames without place it on it should be usefull features.
Thank you for all !
Importing of sprite sheets in box mode is not working correctly when images have an alpha channel (it loads sprites in column order, instead of row order).
I suspect it may be related to another issue, mentioned previously in the changelog:
Build 292.5 - Change log
- Picture editor: wrong export of sprites sheets in box mode when images have an alpha channel.
Small suggestion: Rename this Windows Vista label to something more relevant:
Not a big deal obviously, but I just did a fair bit of googling before I found how to build an EXE as administrator. Although it's probably my own fault for missing it, I might have found the answer sooner if I hadn't been ignoring this section option due to assuming it was a legacy setting for very old computers.