Well, from what I know, no file from current build can be decompiled and may never will, specially the ones from 2.5+.
Another thing is that the ones that can be decompiled (old builds), they have...
Type: Posts; User: NaitorStudios; Keyword(s):
Well, from what I know, no file from current build can be decompiled and may never will, specially the ones from 2.5+.
Another thing is that the ones that can be decompiled (old builds), they have...
It's on the app properties, tab called "Events".
If you don't have it, it may be something from 2.5+ DLC...
https://i.imgur.com/4VwTHQ4.png
You have to select on your app properties the Base Frame, it will pick all variables names from there.
If you don't want to include that frame and use only for picking the data, you can check the...
Well, either that or a shader.
I think this is quite important for the future of Android exporter, since it can make all kinds of games unplayable...
I hope you can find some time and figure this out soon enough, I wish you the...
Chowdren doesn't work in Fusion 2.5 and never will tho.
And I one game that I've worked on was tested and seems to fully work on Stream Deck.
Quite disappointed in knowing this... Thought it...
Gravity isn't the problem, it's just that it won't be enough to make grip to the ground.
Basically, when it moves one pixel and it isn't touching any ground, it has to move 1px downwards, check for...
Pretty nice movement you got there!
So, for slopes you shouldn't only rely on gravity, one thing that people often do is moving the player and colliders 1 or 2 px downwards when not overlapping an...
Hi, I noticed that different from Windows, setting a Sample frequency to 0 will not default to the original sample's frequency like in Windows.
This probably happens with setting a channel frequency...
I know another dev which was porting a game to Android which also had this problem, but with multiple samples playing at the same time, in this instance it even happened on my Galaxy S21 Ultra......
Hmm perhaps I'm misremembering, cause I do remember seeing folder structure on some mfas before, seems like you can only do it on event editor then.
@ASD You can already add folders inside folders, just drag them inside.
But syncing folders could be interesting, although I would prefer it as optional.
That's just math.
You can find two examples of that here:
http://www.castles-of-britain.com/mmfexamples-0.htm
In anything other than Standard, Paste into Background just works as Add Backdrop, there's absolutely no difference.
Put your HUD in another layer, set scrolling coef to 0 so it won't move with scrolling.
Same can be done with the border that covers part of the level.
It's related to built-in movements, it interpolates between both based on the movement speed.
Have you enabled the permissions?
https://discord.gg/R3WuvF3mHr
I guess the only possible way would be loading a page containing the ads on WebView 2 object...
I don't see why it wouldn't work, but here's my method...
I've made a shader that can be used to remove antialiasing from strings, it's not perfect by any means but it does help with being unable to completely turn off antialiasing on DX11.
Tag me on...
Double-Precision Calculator can handle bigger integers in form of string, it works on most runtimes since it is a Clickteam official extension.
Edit: On extension manager it might not say that...
Replace color is slow and it does replace colors from all objects because it alters the textures of it, hence why you can't undo if you turn two colors the same color.
In modern games this has to be...
Fast loop and For Each loop are different things. Both are loops but there's no such thing as 'fastloop for each"...
The code you made will move only the objects touching the other.
But if you...
I understand that you were trying to figure out how to do it, but adding speed to make it move with a moving platform is not the way to go.
Check this video:...
I think it's only a concern for EXE and DLLs...
About the list taking the entire screen on mobile:
https://i.imgur.com/Ac4SRrZ.png
Another thing that you can see on the screenshots above, is that depending on the system it might be off centered vertically, which seems like a bug...
Since I've aligned the top of the Combo box to...
Yes, 293.10.
It does look better now, sure, but seems like it could use some margin to avoid being too close to the edges and be cropped by the curved corners of some Android versions.
Another...
Disabling it make text really small (on both emulator and device), and the list might get cropped out by the round corners.
https://www.youtube.com/watch?v=CX3YBDpMZf0
The built-in joystick is very limited in compatibility.
I recommend you using either Joystick 2 object or SDL (this is far better tho, but requires you to use Control X object for keyboard input or...
Hi, I noticed that Combo Box might look too small vertically obfuscating the text inside it on some Android versions...
I think @Fernando should take a look on this since we can't manually set a...
Event 28 and 31 is setting animation to Stopped, you forgot to add the condition "Object is standing on ground".
Nice art style btw, love it :D
Well, if this will be on Steam, you can use SteamWorks to store and load some stuff...
If you want to host your own server, you could do it with Lacewing Blue.
No, when you play a sample there's an uninterruptable checkbox.
Android object can do Toast popups, that's what's available on Android.
It will override a random channel, meaning one of the samples will be stopped.
I guess the samples played as "uninterruptable" will be avoided.
Put the hotspot of the gun on the handle, where the hand would grip on it, put the action point where the bullet would exit.
As for the character, the hotspot is not important for this particular...
Well, I did an improved version of this for another user since he was having certain issues and inconsistencies...
Here it is in case anyone need it:
The Issue on Layer's alpha buffer that I mentioned above, it seems like it doesn't happen on MMF2, seems like it has come either with F2.5 or one of its updates.
Set position X to X of Action point, Set position Y to Y of Action point
Use Unpacked EXE, it will export multiple files instead of one but it will prevent it.
Just make sure you export it to a dedicated folder and when sending it to someone or somewhere, to include all...
Just discovered a few major issues related to rendering.
When a effect is applied to a layer, RGB values will change.
On DX9, RGB values gets darker, anything right above the empty background is...
The extension is open source tho, so it would be nice if the community helped fixing and optimizing it...
Windows uses Alt by default to focus on the menu of a application
One of the keyboard extensions might be able to override this
I've noticed that default parameters of Effects aren't applied to objects/layers/frame if you apply the effect through an Event Action.
Could this be fixed on the next update, please?
Well, Kisguri showed a few screenshots of the documentation from the feature on the Discord server, and it made it seems like it does what I said.
...
Active Direct Show there's a good change that could get a fix, for now, if using these, try unchecking Premultipled on the app properties, it may work.
Check the Help button on XLua properties, it explains how to work with external libraries (C module, DLL), and you can also include .lua files as well through code.
I also recommend you to join the...
Excluding objects and checking if it has come from another frame would be cool.
Now about having duplicated objects, that won't happen, seems like if you have a single instance of this object in...
Try Linear Burn (Subtract)_as instead of the built-in Subtract and Overlay_as instead of normal Overlay.
Well, it seems like in DX11 non-premultiplied it looks wrong tho, in both the shader he is using and the ones I suggested.
This might be because the built-in Subtract shader works in a different...
BTW, I think the built-in Subtract effect is also glitching up, so I'll make a better custom one for you.
Use this version, it was improved and supports Alpha Channel, I personally did the DX11 ports:
https://clickstore.clickteam.com/photoshop_blend_modes
Yeah, I know, but this may change, Yves did an impressive amount of work in so little time.
Lets suppose you have multiple levels, each in a separated frame, you then add a pause menu, a inventory... Now you have to update all your frames that should have this.
Or you have global various...
I think this should be a toggle in Layers Toolbar, just like the lock and hide toggles.
But you don't need a for each to count instances lol
You can simply have compare two general values condition and check if the count of the object is greater than 1.
A For Each loop is only...
You can already count instances of objects.
When using D3D11, all compatible fonts are automatically embedded, no extension needed.
While with D3D9, you have to use Font Embed Object for this purpose, it's not automatic there.
Guys, you do realize that the next update will completely replace the API used for the graphical interface and be DPI aware, meaning these issues will probably not be present there, right?
Hmm, maybe the class of the Debugger window changes, it was #32770 for me (edrt.exe)...
I'm not sure how to select the Debugger window in any other way within Fusion...
Download AutoHotKey, on its...
Well, I'm not sure if this will prevent it from affecting performance, but you can toggle visibility with Kernel object.
Well, if it's multiple images, you can load one per rendered frame (as in FPS).
The only way you can do it to make things look less freezed is to split the loops into multiple, starting these with a 1 frame delay, this would make so you can render one image after each step.
Yes, basically, remember how people complained that global events couldn't create objects that aren't present on the current frame? This solves that.
Anything that exists on the included frame will...
Include frame does not only include events, but objects as well.
So for example, lets suppose you have a group of events and objects that you want on multiple frames, these objects and events might...
Awesome, glad it helped ;)
I see, I'm not entirely sure what's the issue there, seems pretty similar, but he definitely missed premultiplied alpha version.
Mine seems to be alright, but let me know if the problem persists.
The DX11 port of Heat Haze found here is inaccurate, so I've made my own port:
Just ported it and it looks fine (?)
Please link me the port you got, I want to check out what was wrong and who did it.
Here's my port BTW.
Where did you got this port? Cause I don't have it in my collection, might be a incorrect port.
It also depends on what's causing the freeze, for example, if it freezes for some seconds in a fast loop, this is not "loading" anything, some processes just take a while to be done, specially on...
Okay, so I've made this.
Flexibility, editing the alpha channel is much more time consuming and can't be done during runtime (unless you use a shader for this purpose).
Technically transparent color automatically creates a...
Pretty cool tech, but you would only be able to use these if these could be exported as a 3D model (obj or fbx) or if someone makes a extension that uses the original format...
I think I know... But would it scale from the center?
Hi, I'm trying to get the frame visible edges, just like when you're using Storyboard Controls, to then crop find the edges of a zoomed in frame by Ultimate Fullscreen object.
Since UFS works by...
There's a lot of tutorials on this, one that I truly love is from the YouTube channel ThatGuyOverThere123:
https://www.youtube.com/watch?v=H0X0SCSnTOg&list=PLC81828CBA515D4A7
From what you're describing, you need a custom movement.
You need a movement that you can control X and Y Speed independently.
So you want it to slow down only when it bouces in a wall but not the floor?
Just set the speed at the moment it collides with a obstacle.
You can store the speed before the first collision and apply that after the bounce.
Some things will only work well under a For Each loop.
I particularly don't agree because you can't use - on the names anyway...
But it doesn't look good wrapped by ()...
Alternatively, a separated column with just the index might look better.
Adding to the post above, different from how Global Values/Strings currently is, would be better if it was something like:
0 - Named variable
1 - Alterable Value B
Instead of:
0 (Named Variable)...
Every active object has a "Angle of a Vector" expression, where it will get the angle between the object and another point (X and Y), which you can feed with the position of another object.
There's an annoying issue on SteamWorks extension that I hope can get fixed on the next update...
It pairs the overlay to the EditWindow, this means extensions that manipulate the EditWindow (like...
Oh, this shouldn't be possible, I mean, you can activate a event inside a inactive group, this is wrong.
But yeah, it comments the event line, not the entire group, meaning active event lines inside...
@Volnaiskra I've seen something similar, rarely happens if you undo after disabling a group and deleting/adding some events, but in my tests, whenever I got this, trying to do something to this event...
Sure, hence why it's better to also encrypt the files
Found an old bug that went unnoticed for long...
Objects with Static 'movement' will trigger Collide conditions every time they move despite never stopping overlapping the obstacle (backdrop or...
A Lottie extension would be amazing.
It's a thing that plays vector animations.
https://github.com/airbnb/lottie-android
First, use stop, not bounce. (Bounce will keep it going forever)
Then instead of setting speed/velocity for making it bounce like a ball, just set elasticity on the physics properties of the ball,...
You can do it with Execute in Console and some CMD commands...
https://www.youtube.com/watch?v=bQDHc9GFILE
I'm not sure how protected this is, honestly I would also encrypt these files before...
Idk if this is what you're asking for, but I've made multiple examples for this...
Unfortunately no, but there's a ton of stuff that not many people know.
Makes me think that I really need to make my teaching platform soon lol
There's actually a bookmark feature, check the Edit menu on one of the event editors
If you mean on HTML5 runtime, it might be possible, but you can also create custom objects and program it yourself, these aren't too hard to do.
Looks amazing, great work :D
Check Clickteam Passport
If you never registered the Standard/Developer version that might be a problem, you'll need your key to add there and be able to download it.
If that doesn't go well,...
Right...
Well, usually you would have a separated object working as a hitbox, because using the object's shape is a often a bad idea and disabling fine collision would get a hitbox larger than...
Or you just need duplicated frames for each possibility...
Of course a lookup table would be more efficient and organized.
Windows only, Uppernate shared it on ClickConverse discord server.
Collisions between what?
This doesn't even make sense lol
"Photoshop effects" are blending shaders, meaning they have to mix two textures, the one from where it's applied and what's behind it.
Imagine is like this, each...
As far as I remember, those were really inaccurate and overly engineered...
This one simply uses PMO and is immensely better:...
The file doesn't open here, just say "Unknown format", I have all DLCs so there's nothing that could prevent a proper mfa from loading. (unless this file comes from a 'corrupted' installation of...
And about the shader, all you need is to make a copy of the shader, change the name in the XML file...
Add this line: <BackgroundTexture>1</BackgroundTexture>
And in the fx file, add replace the ;...
Hmm have you tested? Maybe you could suggest this...
Shaders can sample the texture from where it's applied, the background or a loaded texture.
The shader you're using for zooming seems like it applies to the texture where it is applied to.
So what...
I'm actually working on a tool for pasting stuff for since last year.
I know it's off, I'm asking for you to turn it on.
As far as I remember, antialiasing option in objects is inverted on Fusion, they never changed the name to "Disable antialiasing" or anything, so...
I remember I once did this strange test where it could tell which instance was moving and because of that collided first... Unfortunately it won't differentiate if both are moving, but it's a cool...
Why not just:
On collide, pick one of qualifier, destroy?
Your mfa seems corrupted, couldn't open it here.
If you want to move the mouse to a position inside the frame, you need to get the client window position in the equation.
Check antialiasing on the string object to see if it changes anything
Well, that's the way I know.
The max you can do is this:
Hi, a person I know if making an extension, and when premultiplied is on transparency and color gets messed up, so I'm guessing it needs to demultiply or something.
But problem is that I don't know...
Use directions instead of animations, or you'll need to store the animation frame.
Sure, you can message me, we can talk over Discord if you have it.
As for making game mechanics and optimization of events, I'm available, just would be a lot easier with 2.5+ xD
What's broken about the web shop?
If you want to optimize things, you should plan on getting 2.5+ DLC, it has a ton of useful stuff for this.
I also use Stream Deck, I've actually created a AHK script for all my commands...
Unfortunately lost it with my HDD crash lol
But I'm planning on trying to fix my drives soon.
I sincerely don't know any extension for this...
It's possible that you could check if with DLL object, but doing this continuously probably would use too much resources.
Maybe someone knows an...
It sure can help, the difference on DX11 (2.5+ DLC) is a lot more significant tho.
If you're planning this for Windows only, I got a shader that improves Quick Backdrops.
5400% improvement on DX9...
Seems like an interesting job, I'm in :)
@Yves it's about the option "Right-to-Left reading" on Strings properties doesn't seem to work at all on DX11.
And he also asked for a action to toggle that during runtime, which would be good for...
I don't know any... But shouldn't be hard to make
Is this what you're trying to do?
Compressed runtime was removed a few updates ago because the difference is not significant for modern systems.
Now what you can do to prevent false positives is using Unpacked EXE, which is...
I had this file, but unfortunately my drives burned.
I'll try recovering these soon tho.
I would like to be part of this beta :)
Oh, it will be a fantastic addition, Yves!
You can combine Event Explorer with the Properties toolbar and it will automatically switch once you enter event editor.
You can manually switch by clicking the tab above it.
Any Windows interface element is problematic, specially if you're targeting high framerates, they are rendered separated on top of everything, basically they are floating interface elements following...
Adding to that, bold and italic can only be set though the properties, not through events, not sure if it's just on DX11.
Try File-Folder object
Hmm I would expect this issue to happen on DX11 but it only happens only on DX9...
Seems like a rendering bug, yeah.
Shaders are rendered in real-time, if your app is running 60 times per second (and your GPU can keep with it), it will render it 60 times per second...
If you try a software to see the renderization...
These threads, like many others, point that it works both with 64bit only Macs and even M1 Macs.
https://community.clickteam.com/threads/109347-MAC-exporter-support-for-M1-MACs...
Right, which extensions are you trying to install?
Could you please screenshot your list of objects available? (not extension manager)
@ASD Most likely, they increased the limit on frame event editor to 65535, but might have forgot about global event editor and behaviors event editor.
Should be easy for Clickteam to change it tho.
Not a compatibility issue, most likely it had "Multi-Samples" unchecked on the app properties.
I think the exported apps will work, yeah, but if you mean Clickteam Fusion 2.5 Mac version, that is based on WINE and won't work.
If the Stopped animation is the only animation, it may not trigger the event.
If this only have a single animation and you destroy it after, try moving this animation from Stopped to Disappearing...
Can you share a mfa with the issue?
Well, you can certainly open another file if that's what you're asking for, including EXEs hidden inside the Binary Data without the need of extraction.
You just need to use Execute an external...
Rich Text Edit doesn't have this function.
Use File object for the load/save dialog, you can keep track of the file through that.
@Crian there's one trick you can use to set the shape to whatever you want that isn't the first image of Stopped animation.
You can simply add the collision mask shape on Appearing animation, then...
Not really, it's on C:\Program Files\Android\Android Studio\jre
As for Android SDK that comes with it, should be listed on Android Studio, in the same place you download new APIs.
Are you using Android Studio with the included Android SDK and JDK?
Or a separated Android SDK and JDK that you have downloaded?
Cause Android exports will only work correctly with the right...
Third Party effects aren't compatible with HTML5 runtime tho, meaning Simple Mask will do nothing on it.
Another alternative is P3D, it's a set of shaders and mfa template that can create faux 3D more advanced than Raycaster, also on Clickstore.
You shouldn't use Overlap with "Only one action when event loops" if you can use Collide.
Overlap and specially Negated Overlap are really expensive on performance.
Just found a bug on List object:
If you use Find or FindExact using a flag (start point) above than the amount of lines, it won't return -1, but the first line number instead (either 0 or 1,...
Tab doesn't show on List objects (any mode) or Strings (in DX11), could this be fixed?
Tab character is important for readability.
The problem isn't running too many loops but how intensive the conditions and actions within those are.
If this feature were added, it would do the same than looping through it, maybe a bit more...
You don't have a expression for this because the same sample could be playing in different channels.
You can do it by looping though all Channels and comparing the sample name, using loopindex.
Here's multiple ways of doing it:
https://i.imgur.com/IDBGXmo.png
https://i.imgur.com/C2EhMIF.png
https://i.imgur.com/LdBVhSt.png
https://i.imgur.com/6wvN4Oe.png
I think you should use Return or something, not console.log.
I mean being able to rename the binary data element, hovering it could show the URL in a tooltip.
By default it would be the URL, if you change it, it would use the name set.
So for example,...
Honestly would be pretty cool if we could have an alias name on Binary Data elements, so it wouldn't be a massive url as name... It would allow a "folder structure" cause it wouldn't really be a...
@Aloan the best option is XLua extension.
@SirEatAlot If you're focusing on Windows, you can try Binary Array, it supports a wide range of variable types, you can have multiple arrays of multiple types in the same file.
Pretty sure it...
@SirEatAlot you can use on a string array, but it will take more a bit more resources.
You would have to use Val( ) to convert it from string into a proper value.
Sad to hear about Save Frame feature, I guess it it was a bit more flexible it would help a lot.
Tyrexchip suggestions are also interesting, specially the ones for shaders, some of which I have...
@Volnaiskra the update is now available at Clickstore, should fix the incompatibility with detached toolbars.
Could it please be added on the next update a option to accept loading a incompatible .mfs (save frame position), removing the warning if checked.
I know this was probably added to avoid loading a...
It can adapt to any shape the launcher uses.
Have you tested the new one in a old phone btw?
I guess you're only supposed to use the entire resolution before this change, and only if didn't care...
Check the extension Image Manipulator, you can also do it all directly with Surface object, but it's harder to comprehend.
@Volnaiskra I can't DM you the update, and Clickteam made the product unavailable until the update is reviewed by them.
Could you please DM me so I can send you the file?
Sorry to hear about it, try with Fusion closed, if it works, the method that you're using to open Fusion is causing a issue.
Check if your shortcut points to "mmf2u.exe" or to...
It caches the files opened, checks if Fusion is running, if not, it opens it first, after fully loaded, it simulates the drag and drop of all cached files.
It's seamless, instant, you just have to...
Well, I'm happy using my tool, been using it for months lol
I can load on the current running instance, single or multiple mfas by double click or selecting and pressing enter, it just works.
Even in Photoshop there's a ton of ways to get greyscale, and some may look better than others, it all depends on what is your goal.
They probably use different methods, yeah, but the shader I did looks exactly like your mockup on the first message here.
Of course there's a "correct" way, but that would also mean a ton of...
Since this part was never touched by Clickteam, it's just more likely that something changed within Steam itself.
It's a platform focused on games, opening files in the currently running instance...
You may be getting confused about Standalone version, which can open mfas when it's running, BUT, it opens in a new instance of Fusion...
Hmm yeah, that's pretty high res.
Yes, it only process what's on screen.
I don't think it ever been able to open a new mfa once Fusion is already running, but, it used to show a warning on Steam asking if you would like to let it open that file, but often it did nothing...
I've added, but it didn't worked correctly between non-premultiplied and premultiplied, I tried fixing it but no idea why it was behaving differently, so I removed the alpha part entirely.
What will...
Break only acts on child events, so if you mean a Break between two parent events, that's not possible unless you for example add a parent event which is just a "Always" condition and then add childs...
Oh hey, thank you for registering your products!
So, both will be valid at the same time, meaning you'll only see the result of the second one.
You could use a flag instead of a counter, so you...
Ah, here's a small fix, alpha was causing problems, I think I forgot it enabled on DX9
Here's a pic in case you want to see how it would look without the lighten shader and using alpha channel on the light sources...
https://i.imgur.com/LbIfzJi.png
Okay, so I've tested having a toggle and a influence of alpha parameter, both doesn't behave as expected on DX11, no idea why.
Either way, it doesn't look exactly like your picture, it nearby light...
BUT... If you get the greyscale colors and move into alpha channel, then paint main image entirely white, you can blend it.
This means I will need to add a alpha channel toggle for this to work.
BTW, this is what the shader sees... Can't imagine how it supposed to know what to blend
https://i.imgur.com/pROPW8y.png
What you asking for is impossible to do with a single shader.
Since it's sampling the layer, it can only see what's in the layer, and in the layer the objects are covering each other.
So you have...
I think this is what you want.
If it's just to have it and check things out, you can try buying it used...
it's not that different tho, it already had lots of the features you can find on 2.5, but it was way more difficult to...
Pretty sure it has to do with the way the software was launched, either by the Steam URI or exe directly.
If you don't own it already, most likely not, unless you buy it used...
You'll probably be unable to verify and get support for it tho.
TGF2 is a limited MMF2, which I remember being available not...
Yeah, that's exactly it, my tool solves this, and make you able to load multiple files on Steam version in the current instance, which double click, or selecting multiple files and pressing enter,...
I'm also interested.
The error says exactly "This application has been built with an incompatible version of Clickteam Fusion."
At least when Linky had this, he solved with my tool...
Depending on how you're loading the files (double click on the mfa for example), it may get this warning, specially for Steam version.
I've created a tool that fixes this while adds some...
If you need concrete examples, I'm afraid you'll need to pay a developer to make it.
People won't simply give you their projects, nor make entire tutorials just because you ask, specially for free....
Are you sure those are in the correct Effects folder? Seems like it could be another separated installation...
It's not like there's a tutorial about how to exactly make an entire sucesseful fighting game... The question is simply too broad.
Start by learning how to make a custom movement, which is probably...