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Monos -
posté le 19/03/2016 à 19:36:31 (57322 messages postés)
| Vive le homebrew | Des petites nouvelles de fusion III
Citation: Key Features of Clickteam Fusion 3
Written From Scratch – CT Fusion 3 is built from the ground up for modern 64-bit architecture and mobile technologies without relying on code from previous versions of CT Fusion (Multimedia Fusion 2 / Clickteam Fusion 2.5 & previous.)
Export C Code & Populate C In Real Time – Users are able to export their product from Fusion 3’s visual interface to C code at the press of a button. Impressively the new development environment also supports the ability to populate C code as you work.
Modular Design – Power users are able to develop new editors, tools and extensions directly from within Fusion 3 without the need for writing extensions in other IDE environments. Essentially this means that you can code new functions and behaviours into Fusion 3 within fusions itself.
Animation Enhancements – In older versions of Clickteam Fusion it was common for users to have to duplicate animation frames if they wanted to extend the time span of an animation. Fusion 3 introduces a new multiplier system user have greater control over the speed of their animations without the need for duplicate frames. `
Multiplatform Support – Project development is possible across multiple platforms. In theory you can export a Windows Executable from OSX while using the development environment on a Mac, exporting a project to an executable state is still under development but editing a project on the operating system of your choice is definitely possible.
Run Your Games On A Mobile Device At The Click of a Button – When using Fusion 3 on a MacBook you are able to run your game on an iPhone attached to your machine at the press of a button.
I hope you enjoy your first look at Clickteam Fusion 3!
Super Exciting and I'm happy to share it with you |
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Falco -
posté le 19/03/2016 à 21:01:30 (19589 messages postés)
| Indie game Developer | Citation: Multiplatform Support – Project development is possible across multiple platforms. In theory you can export a Windows Executable from OSX while using the development environment on a Mac, exporting a project to an executable state is still under development but editing a project on the operating system of your choice is definitely possible. |
"In Theory" je sens bien le coup foireux une fois le logiciel en main
Enfin bon on verra bien, j'ai envie de croire à ce Fusion 3. On sait que ça sortira à peu près ?
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Inexistence Rebirth - Inexistence - Portfolio |
Monos -
posté le 20/03/2016 à 07:19:36 (57322 messages postés)
| Vive le homebrew | Je ne sais pas pour la date, normalement il est présenté officiellement cette été au rassemblement click en Angleterre, je pense que cela sera pour milieu ou fin 2017.
Je sais que le développement est repartie de 0 ou presque je crois et surtout que cette fois si du moins sur windows, les applications sont complètement compilé, donc devrait encore être plus rapide.
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Monos -
posté le 26/05/2016 à 18:05:02 (57322 messages postés)
| Vive le homebrew | Le patch officiel 285,6 est disponible !
Il se télécharge normalement automatiquement à l'ouverture du logiciel ou comme d'habitude sur le site officiel.
Spoiler (cliquez pour afficher) Build 285.6 - Change log
------------------------
Editor
- New tutorial made by Olivier, Faulty Flap, a Flappy Bird-like game.
- General: new Tooltip Delay preference (in the Workspace tab) to change the delay of tooltips in event/frame editor. By default it's 500 ms but you might want to reduce it to display tooltips faster, especially in object lists in the event editor.
- Application properties: new "Disable IME" option (in the Windows tab) to disable IME in Windows stand-alone applications.
- Frame properties: entering a filename in the Demo File box could corrupt the frame.
- Frame editor: Ctrl+A now works when you edit a string object.
- Backdrop objects now have global object sub-options like active objects ("same name and type", etc).
- The "Frame number" expression now returns the frame index even if you execute the current frame with Run Frame.
- Random crashes when you use the Try Movement command with certain non-physical movements.
- Rare corruption issue when you load MMF1 or C&C applications.
- Picture editor: when you export an animation in a sprite sheet in box mode, the action point position had an incorrect color.
- Picture editor: resizing horizontally a selection may change its vertical size.
- Picture editor: the scrolling position in the frame list is now preserved when an operation forces a refresh of this list.
- Picture editor: color picker couldn't pick colors from the selected area.
- Picture editor: when you import a sprite sheet, fully transparent images could be removed anywhere in the sheet (instead of the ones at the bottom only).
- Picture editor: when you import a sprite sheet, full transparency detection was incorrect for pictures with alpha channel.
- Action editor (new): double clicking under the action list now inserts a new action.
- Event editor: Crash in Find Object function.
- Event editor: Object qualifier dialog box: typing a qualifier name after clicking another qualifier icon selected the wrong qualifier.
- Event editor: Undo "Insert comment" didn't work correctly.
- Event editor: the build type compatibility is not checked anymore for deactivated lines.
- Event editor: if a line contains more than 40 actions and you try to edit one of the last actions via the popup menu in the event editor this could corrupt events.
- Event editor: you can't insert conditions into comments or groups anymore, this was causing MFA corruption.
- Event editor (new): you can now edit an action by double-clicking on it in the popup action list.
- Event editors: the "you cannot have more than 127 actions in a single event" is now also displayed when you drag and drop actions.
- Event editors: new error message when you try to add more than 127 conditions in a single event.
- Event List editor: crash when you try to display an event with 128 actions.
- Expression editor: crash with some language configurations.
- Expression editor: the random/min/max buttons were broken
- Expression editor: deleting a selection was clearing the entire content
- The build time of mosaics in HTML5 applications has been reduced.
Windows runtime
- Application properties: new "Fit inside"option, available when you select the "Resize display to fill window size" option. If this option is selected, the width/height ratio of the application is preserved and black bands are added if necessary vertically or horizontally.
- The Change Resolution Mode option should now work even if the maximum resolution of the monitor is lower than the resolution of the application. Use the "Resize display to fill window size" and "Fit inside" options if you want your application to be entirely displayed.
- Debugger: the Step button was randomly working.
- Debugger: the mouse cursor is now visible when it's over the debugger window, even if it's hidden in the application.
- Set Frame Width and Set Frame Height now resize the child window if it's larger than the new size.
- Certain conditions that do a string comparison wouldn't work in non-Unicode extensions, for example the condition that compares the message type in the Instance Communicator object.
- Graphic filters not automatically included if Load Frame actions were used only in global events
- If you reach the maximum amount of backdrops and then the maximum number of objects in a frame Fusion no longer crashes.
- Crash at start in some cases when there are more than 10000 collision detections.
- Crash when you use a shader using a texture and switch to/from full screen mode.
- Active object: the current frame duration was not reset after animation changes causing the first frame of the next animation being played too quickly
- ClickBlocker object caused the Windows explorer to hang during several seconds after the stand-alone EXE is closed.
- DialogBox object: Incorrect indexes in combobox & listbox after inserting or deleting strings.
- DialogBox object: the Selected Item expression in the ComboBox control is updated when the dropdown list is open.
- Double-Precision Calculator object: fixed a crash in Add/Multiply.
- Easing object: odd parameter sizes in some actions, causing the next events to be aligned on odd addresses (causing issues in actions of Windows control using text parameters and possibly performance issues). The alignment is fixed when you load old applications with the build 285.1.
- Edit Box object: Ctrl+A now works in multiline mode.
- File object: possible random bug in the Open Selector functions, especially when the runtime is executed through Wine.
- Global Function object: it was broken in CF 2.5, it's fixed and available through the extension manager.
- HiScore object: Ask Player Name function didn't work for player 2.
- Hi-Score object: couldn't access file if the filename was containing Unicode characters. Note: this is fixed but those characters must be in the current user's language.
- INI and HiScore objects: they no longer modify the current directory.
- Layer object: random crashes when you run an iOS application with a Layer object from the editor and you use one of the Sort functions.
- ListView object: setting the column alignement to Left after setting it to Right or Center didn't work.
- Multiple Touch object: the Load Gesture function was broken
- Multiple Touch object: a second touch started event was triggered when you touch and drag.
- MultipleTouch object: circles are no longer displayed when you press the CTRL key.
- ODBC object: memory corruption and/or invalid characters in some cases when you retrieve data.
- OS object: now detects Windows 10.
- Physics: the Velocity Angle now returns -1 instead of -1.#QNAN if the object isn't moving
- Physics Fan: bug in Set Strencth action.
- Quiz object: report not completely saved.
- Rope & Chain object: fixed crashes.
- String object: the text was sometimes incorrectly wrapped in Direct3D 9 mode.
- Sub-application object: if the Display as sprite option was checked, the object was displayed below all the grtaphical objects of the frame.
- Sub-application object: if the Display as sprite option was checked, the mouse clicks were intercepted even if the sub-app object was invisible.
- Tooltip object: conversion issue in MMF2 applications.
- Invaders movement: crash in some cases when you destroy an object with a On Collide condition.
All runtimes
- A new "Do not reset frame duration after animation change" option has been added in the Active object's properties (Run options tab), as some applications have been affected by a previous fix that was done in the build 285.0 ("the current frame duration was not reset after animation changes causing the first frame of the next animation being played too quickly"). By default this option is not checked, i.e. the frame duration is reset, you have to check it if you want to keep the old behavior.
- The Get object is now installed by the update patches (for info the latest version is Unicode and supports different character sets).
- The "Destroy if too far from frame" option was ignored if "Inactivate if too far from window" was set to No, causing those objects being not destroyed when they were far from frame. This is fixed, however as this fix could cause issues in existing applications, a new option has been added to the Runtime properties of the application, to keep the previous behavior. This option is ON by default in existing applications and OFF in new applications.
- Crash in Pick object from Fixed value when you pass random values.
All runtimes except Windows runtime
- Position errors after a Wrap action if the timer-based movements are enabled.
- Advanded Direction object: bug in Compare Distance and Compare Direction conditions.
Android runtime
- The launcher icon is now 192x192 in size. The existing icon is automatically resized in the MFA, please check the image is OK and update it if necessary.
- The AdMob ID is removed from the app properties in the MFA
- Now supports API 23 of the Android SDK
- Immersive Navigation sticky bar is available for devices with api 19+ (4.4). For this, uncheck “Display Status Bar” in the Android app properties and uncheck the heading properties in the Window properties.
- Sounds wouldn't start on some devices
- Textures are recreated if necessary when activity is resumed.
- Corrected the Float To String expression.
- Fix in Range expression.
- Every 0"00 didn't work
- The Delete Object action didn't work in some cases when called from a Last Object Deleted condition
- The Frequency expression now returns the frequency for preloaded sounds, not for sounds with the "play from disk" option.
- Sounds: audio fix for Samsung and other devices that require audiofocus. (please test deeply)
- Fix in Set Frame Width and Height at Start of frame.
- When you paste a backdrop as "not an obstacle" in the layer 0 and the "handle collisions out of window" option is selected, the "not an obstacle" option is now taken into account.
- Optimization of display speed and collision detection for added backdrops.
- Restore Animation Direction was bugged
- ActiveBackdrop / Active Picture objects: now correctly displayed even in pause.
- Admob: changes in interstitial to correctly detect conditions.
- Active System Box/Background System Box: optimizations.
- Android Object: new feature to capture a portion of screen.
- Android object: crash with string expressions when you run the application in Windows mode.
- Android Plus: corrected a typo in float expression in windows extension.
- Android Plus: added a feature to set layout orientation using sensor, so you can use all orientation quadran.
- Android Plus: added condition to compare share with returned result.
- Android Plus: crash when one of the GetPreference expressions is used in a Compare condition when you run the application in Windows mode.
- Calculate Text Rect object was broken
- Chartboost object: the object can now be re-created at runtime.
- Chartboost: modified to meet the latest requirements and updated to SDK 6.4
- ComboBox object: crash if you try to remove an item at a negative index
- Easing object: fixes.
- Edit Object: now has a blinking cursor (in Android it makes play each letter you type though).
- Edit Object: you can now set the background and text colors via Control --- Aspect.
- HiScore Object: the UTF-8 flag was not correctly interpreted.
- List Object: the "Use system text font" option is valid until a new font action is requested.
- List box / Combo box: crash if you use -1 as index when you insert a line
- Movement controller object: Crash in some cases
- MultipleTouch object: in some cases when touches are cancelled by the system they were not cancelled in the object.
- OUYA: updated the version number in the windows extension to avoid problems with old versions.
- OUYA lib updated to odk 2.1a.
- Physics objects: better precision in direction calculations.
- Physics - Bouncing Ball movement: Set Deceleration had no effect
- Physics - Bouncing Ball movement: Crash in some cases when the object is destroyed.
- Platform Movement object: Crash in some cases
- String object not resized after a font change
- String parser object: Append/Prepend didn't add the string delimiter
- String parser object: was not correctly sorting.
- Sub-application object: the index was incorrectly 0-based in set/get global value/string functions, unlike the Windows runtime.
- Sub-application object: crash in some cases when the object is created.
- 8 direction movement: did not respond correctly to joystick when non rotation was set in properties.
- Circular movement: Set Radius not working in the Clickteam Movement Controller
- Pinball movement: added Set Deceleration + fix in maximum speed.
- There are changes in the permissions if target API of your application is the API #23 (Android 6+) and the device is running Android 6 or greater.
In this case the authorization is asked when the permission is used (or when the object is created if the permission concerns an object).
Reminder of some cases where you have to select Android permissions:
* if one of your objects reads files from external storage (i.e. not from an embedded binary file and not from the application directory), you have to select the READ_EXTERNAL_STORAGE permission.
* if one of your objects writes files, you have to select the WRITE_EXTERNAL_STORAGE permission (unless you write files to the application directory and your app requires API #19+ / Android 4.4+, as since API #19 this permission is not required if you write files to the directory of your application).
* Camera object: you have to select READ_EXTERNAL_STORAGE, WRITE_EXTERNAL_STORAGE and CAMERA
* GMaps and Location objects, and Webview if geolocation is used: you have to select ACCESS_COARSE_LOCATION and ACCESS_FINE_LOCATION
HTML5 runtime
- You couldn't use the Bounce action on a qualifier if an object with this qualifier hadn't a bouncing ball movement.
- Text conditions: crash in Is StrikeOut and Is Underline conditions.
- Sound issue on iOS devices.
- ForEachLoopIndex no longer returns 0 for qualifiers.
- Extension objects: position parameters didn't work correctly (in Set Position for example).
- The Delete Object action didn't work in some cases when called from a Last Object Deleted condition
- Crash in Pick object from Fixed value when you pass random values.
- Create Object By Name crash if name is invalid
- No seams anymore between backdrop objects when scaling is used
- Bug in RGB At function
- Wrong mouse coordinates when the frame size is different from the app window size
- Bug in Mouse on object / User clicks on object conditions if the object has an angle or is stretched
- Active Backdrop object: crash after Restart Frame
- Active System Box: the Set Text Color action in the general Text menu had no immediate effect
- Calculate Text Rect object: the font name was not taken into account, causing incorrect height in some cases and the height was incorrect when the text ends with an empty line.
- ComboBox: 1-based index option had no effect.
- Controls: the tab order was wrong
- Control objects not displayed in sub-apps
- Control objects not displayed if the application has a preloader
- Cursor object: Hand cursor was not a hand
- Date & Time object: crash after hour change
- Easing object: fixes.
- Hi-score object: Show / Hide didn't work and could crash the application.
- HiScore object: incorrect score alignment.
- HiScore object: incorrect alignments and crash when the score is displayed first.
- List box / Combo box: Insert Line didn't work
- List/ComboBox/MultipleTouch objects couldn't read embedded files
- Location object: fixes.
- Multiple Touch object: Scrolling position was not taken into account in "touch on object" conditions.
- Multiple touch object: bugs.
- Physics - Joint object: Crash with the "Link to the ground" option
- Picture object: crash in New Picture action.
- String Parser object: ListContains expression always returns 0.
- String Parser object: the delimiter was not added in Append & Prepend expressions.
- Sub-application: you couldn't create more than a limited number of sub-apps in Chrome.
- Sub-application: the index was incorrectly 0-based in set/get global value/string functions, unlike the Windows runtime.
- Sub-application object: crash in some cases.
- Pinball movement: added Set Deceleration + fix in maximum speed.
Flash runtime
- Build error on Turkish machines
- Fix in layer scrolling.
- Fix in effects for frame and layers.
- Text conditions: crash in Is StrikeOut and Is Underline conditions.
- The Delete Object action didn't work in some cases when called from a Last Object Deleted condition
- Crash in Pick object from Fixed value when you pass random values.
- The HTML file could be corrupted if the filename was too long
- Easing object: fixes.
- HiScore object: incorrect score alignment when the name is displayed first.
- HiScore object: incorrect name alignment when the score is displayed first.
- INI files not loaded anymore from embedded binary files
- Lacewing: Villy fixed it, it now works with CF 2.5, the version in the extension manager has been updated.
- Multiple Touch object: problem with New Touch On Object condition.
- Physics objects: better precision in direction calculations.
- Physics - Bouncing Ball movement: Set Deceleration had no effect
- String Parser object: the delimiter was not added in Append & Prepend expressions.
- String Parser object: bug in sort functions.
- Sub-application: the index was incorrectly 0-based in set/get global value/string functions, unlike the Windows runtime.
- Pinball movement: added Set Deceleration + fix in maximum speed.
- 8-direction movement: did not respond correctly to joystick when non rotation was set in properties.
iOS runtime
- Fixed error when using text in iOS 6.
- Fixed "Play sound over frames" option.
- Fixes in the sound player.
- Fixed scroll independent object jumping around on some layers.
- Added support for any type of URL connection.
- Updated project and settings files to fix compatibility issues.
- Now supports iPadPro icon, the iPad icon is automatically resized when you load the MFA, check it.
- Fixed a crash in the renderer.
- Fixed object transitions offsetting image
- Fixed some random clicking at the end of sounds
- Crash when you use more than 26 alterable values.
- The runtime supports the new features in the Get object.
- Advanced Game Board object: Improved performance
- Calculate Text Rect object: fix
- Date & Time object: fixed font related bugs
- Edit object: bug in the Is Number condition.
- INI object: Delete Group had no effect if no other change was made to the INI file before going to another frame.
- INI object: crash in Load / Save Object Position actions if the object cannot be determined.
- iOS Video object: fixed a white flash
- List objects were invisible except when hidden at startup and then shown.
- List object: object couldn't be shown if the Hide at start option was checked
- Movement controller object: crash in Set Object action if the object cannot be determined.
- Multiple touch object: Touch co-ordinates wrong within sub-apps, with or without the "Follow the frame" option.
- Physics Fan: bug in Set Strength action.
- Platform Movement Object: collision events weren't triggered in some cases for the selected object.
- RopeAndChain object: fixed weird rope positions due to damping.
- String Parser object: the delimiter was not added in Append & Prepend expressions.
- Sub-application object: Jerky sub-apps when "Follow the frame" is selected
- Sub-applications and transitions not always appearing in the emulator.
- Sub-application position not updated after a Set Position.
- Webview2: ported / updated to iOS.
XNA runtime
- Build error in Windows Phone / Xbox modes due to new expression/conditions
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Falco -
posté le 26/05/2016 à 18:21:50 (19589 messages postés)
| Indie game Developer | Et le bug qui fait que tu peux pas désactiver un groupe en passant depuis l'interface code, qui t'obliges donc à passer par la fenêtre principale (jsais pas comment les décrire les deux), c'est corrigé ou ils comptent le laisser 5 ans de plus ?
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Inexistence Rebirth - Inexistence - Portfolio |
Monos -
posté le 26/05/2016 à 18:35:19 (57322 messages postés)
| Vive le homebrew | Aucune idée, en ce moment je suis out sur ça avec la photo qui me prend pas mal de temps. Et je délaisse de plus en plus ce genre de logiciel pour partir dans de la programmation dur et pur sur Amiga.
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Monos -
posté le 01/07/2016 à 06:22:35 (57322 messages postés)
| Vive le homebrew | Lien
Nouveau plugin qui est dédiés au "indépendant".
Le module UWP qui permet d'exporter vos applications sur Xbox360 (Et tablette/téléphone construit par microsoft tournant sur Windows 10 en gros)
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Falco -
posté le 01/07/2016 à 10:45:41 (19589 messages postés)
| Indie game Developer | J'ai l'extension depuis un moment, elle ne supporte pas un grand nombre d'extensions très utiles (file, Ini++, etc...), et ce n'est pas vraiment un export sur XBox one (et non 360), c'est pour Windows 10, qui fonctionnerait sur XBox One, mais de ce que j'ai compris c'est pas tout à fait ça.
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Inexistence Rebirth - Inexistence - Portfolio |
Monos -
posté le 01/07/2016 à 18:46:21 (57322 messages postés)
| Vive le homebrew | Je n'ai pas plus d'info, vu le prix du plugin c'est un peu comme ios, c'est vraiment fait pour les indé.
J'ai liste des extenssions. (Merci conceptgame)
Les extensions compatibles pour le launch:
Accelerometer
Active
Active Backdrop
Active Picture
Active System Box
Advanced Game Board
Advanced Path Movement
Array
Backdrop
Background System Box
Button
Calculate Text Rect Object
Clickteam Movement Controller
Combo Box
Counter
Create By Name
Cursor
Date & Time
Direction Calculator
Double Precision Calculator
Easing Object
Edit Box
ForEach
Function Eggtimer
Get Object
Google Maps
Graphic Font
Hi-Score
HTML5
HTML5 Video
Immediate If Object
In & Out Movement Controller
INI
Inventory
Joystick Control Object
Layer Object
List
Lives
Location Object
Move Safely 2 Object
Multiple Touch
Object Mover
Perspective
Physics - Enginge
Physics - Fan
Physics - Ground
Physics - Joint
Physics - Magnet
Physics - Rope & Chain
Physics - Treadmill
Picture
Platform Movement Object
Question & Answer
Quick Backdrop
Randomizer Object
Score
Screen Zoom
String
String Parser
Sub-Application
Wargame Map Object
Window Control
Le plugin est encore jeune, mais les principaux objets sont quand même la pour en tirer partie.
String Parser qui reste ZE extenssion à tout faire pour décrypter des fichiers !
Le PMO qui est tout simplement génial pour de la plateforme.
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Falco -
posté le 01/07/2016 à 19:50:05 (19589 messages postés)
| Indie game Developer | Moi il me manque File et Ini++ pour gérer les saves d'Inexistence
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Inexistence Rebirth - Inexistence - Portfolio |
Monos -
posté le 02/07/2016 à 07:20:25 (57322 messages postés)
| Vive le homebrew | ini++ semble être porté nul part.
File si c'est pour charger un fichier string parser sait le faire !
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Falco -
posté le 08/07/2016 à 23:53:19 (19589 messages postés)
| Indie game Developer | Ouais mais j'utilise des fichiers temp (savetemp) que j'enregistre ensuite une fois que le joueur sauvegarde, du coup c'est plus possible, et je sais pas trop comment gérer mon système de save maintenant... enfin, je trouverais bien une solution.
Par contre la dernière mise à jour de MMF est cool oO
ENFIN la possibilité de pouvoir rechercher par nom un actif, plus besoin de les scruter un par un c'était l'enfer ça, j'ai perdu je ne sais combien d'heures avec ça.
J'ai jamais compris pourquoi ils ne l'ont jamais ajouté, il a quand même fallu 10 ans pour une fonction aussi basique et aussi importante !!
Ils ont aussi ajouté une fonction qui ajoute un icone pour chaque dossier d'actif, l'icone prends la forme du premier actif, pratique pour pouvoir s'y repérer.
Avec ces mises à jour MMF devient déjà beaucoup plus ergonomique et sympa à prendre en main, j'espère qu'ils continueront sur cette lancée avant la sortie de Fusion 3.
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Inexistence Rebirth - Inexistence - Portfolio |
Monos -
posté le 28/09/2016 à 05:14:01 (57322 messages postés)
| Vive le homebrew | Des informations arrivent sur fusion 3
Xenon :
Citation: Comme vous le savez il y a eu une séance de question réponse avec l'équipe de la Clickteam tout à l'heure, j'ai un peut regardé et voici ce que j'ai retenu de nouveau:
- Fusion 3 à la deuxième moitier 2017
- Il y a des outils pour transformer un sprite pour lui donner un effet "3d"
- Il n'y aura plus de Flag (drapeaux) mais ont pourras donner des types aux variables ( boolean, qui remplacera les flags/ entier/ chaine)
- Ont pourras développer des extensions Fusion3 avec Fusion 3
- Il sera possible d'éditer des animations par bones comme le logiciel Spine
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Conceptgame :
Citation:
our l'éditeur de scène ils vont faire une démo ce week-end et il y a trop à en dire donc cela me paraît normal.
Les infos supplémentairres que j'ai retenues:
- Zoom intégré à tous les niveaux
- Développement d'exporteurs pour consoles après la release, avec les shaders inclus (contacts déjà pris avec 2 fabricants de consoles)
- Contrôles natifs pour Android et iOS
- Linux et MAC supportés dès la release
- Possibilités d'utilisés une vue 2D de modèles 3D
- Héritage d'objet supporté
- Evénements sur une scène (comme avant) mais aussi pour chaque objet (les comportements mais avec du vrai Orienté Objet)
- Nouvelle infrastructure pour debugger
- Mouvement Pathfinding livré par défaut
- Shaders supportés sur toutes les plateformes
- Le projet sera au format JSON pour aider au travail d'équipe. Aussi avec des fichiers séparés. Du coup on pourra utiliser des outils de source conrol (Git, SVN, ...)
- Le moteur de son sera commun à toutes les plateformes
- Petite déception, il n'y aura pas de support multijoueur pour la release initiale
- L'éditeur d'images intégré sera simple, plus ou moins la même chose qu'avant mais on pourra choisir l'éditeur de son choix et il rechargera l'image directement depuis celui-ci. Ça c'est cool. |
Le topic ou on parle de ça sur le comptoir du clickeur.
Lien
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Falco -
posté le 28/09/2016 à 15:41:24 (19589 messages postés)
| Indie game Developer | Bordel à cul, c'est du lourd OMG.
Si le logiciel est pas ultra buggé à son lancement (ce qui m'étonnerait fortement...) ça sera day one pour moi, clairement.
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Inexistence Rebirth - Inexistence - Portfolio |
Monos -
posté le 28/09/2016 à 16:39:53 (57322 messages postés)
| Vive le homebrew | Le mode "linuxe" commence à me plaire pour plus tard. Le jour ou Adobe migre aussi leurs logiciel sous guy luxe, adios windows très certainement.
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sriden -
posté le 28/09/2016 à 18:14:10 (16606 messages postés)
| | Cette relation amour/haine de Falco envers MMF, c'est fascinant.
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Escapade | La 7e porte | Vader Ou La Fin des Haricots | Ketsuro | Polaris 03 | Blog ciné/jv | Mes albums de zyk : Diaphanous Horizons & Retranchements ౡ |
Falco -
posté le 28/09/2016 à 18:19:20 (19589 messages postés)
| Indie game Developer | Disons que je déteste beaucoup moins qu'avant le logiciel à vrai dire, j'ai appris à le dompter pour passer outre ses nombreux problèmes :P
C'est surtout que MMF2 qui est sorti il y a plus de 10 ans possède encore beaucoup de bugs, et en à possédé des gros pendant des années, donc j'ai un peu peur... mais j'ai vraiment envie de croire en CF3, si il est à la hauteur de mes espérances, vous risquez de ne plus me voir balancer des piques sur clickteam avant un bon moment x)
Edit : Monos, je me suis procuré la version Developpeur de CF2.5.
J'ai ouvert Inexistence avec, tout fonctionne, mais quand je veux lancer le jeu il me dit "cette application a été créé avec une version incompatible de Multimedia Fusion"... c'est quoi cette histoire ?
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Inexistence Rebirth - Inexistence - Portfolio |
Monos -
posté le 29/09/2016 à 17:45:02 (57322 messages postés)
| Vive le homebrew | Aucune idée. Remplace le "exe" manuellement pour voir.
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Signer du nez ? |
Monos -
posté le 02/10/2016 à 10:15:46 (57322 messages postés)
| Vive le homebrew | Lien
Une vidéo de 11 minutes de Fusion 3.
L'éditeur d'expréssion semble mieux foutus, j'ai l'impression que nous pouvons répartir ça sur chaque ligne ce qui augment la lisibilité. Enfin je pense.
Edit :
Fusion 3 bosse son ergonomie ?
Lien
Les scènes vont pouvoir être hiérarchisée. Vous savez comme Rpg Maker et les cartes.
Une carte => Sous cartes à défaut que beaucoup de débutant font l’erreur. Une scène n'est pas une map ! C'est vite merdique quand créer son jeu sur cette philosophie sur fusion.
Mais l'idée est la.
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Monos -
posté le 25/04/2017 à 07:45:51 (57322 messages postés)
| Vive le homebrew | Un nouveau module d'exportation est disponible pour votre logiciel préféré. Le Module d'exportation Mac Os X disponible dans la boutique officiel de la clickteam team ou sur steam si vous avez le logiciel en version steam.
Il est disponible au prix de 45€ pour la version normale et 46,50 euros pour la version steam.
Ce module permet d'exporter sur Mac avec OSX 10.9 (Mavericks) ou supérieur. Vous pouvez aussi générer un projet Xcode Mac avec un runtime précompilé vous permettant de changer certains paramètres comme les infos pour signer le code avant de publier votre application dans l'Apple Mac App Store.
Attention, le module fonctionne seulement sur la version standard et développeur de clickteam fusion 2.5. (La version démo/limité n'accepte pas les modules).
La version Mac de fusion possède déjà le module.
Bonne création à tous le monde.
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TRPGE -
posté le 31/12/2017 à 14:29:06 (334 messages postés)
| Reste poli. | Salut,
Training mode pour un Dungeon Master Like compatible CTF 2.5 Free.
https://mega.nz/#!HUoWXRQB!g7CTHh3VBee2t9vtQCMuSTMC9028z8bu-0wcuu65Zgc
A+++
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Moteurs cases à cocher. |
Monos -
posté le 08/05/2019 à 09:13:27 (57322 messages postés)
| Vive le homebrew | Lien
Le nouveau comptoir du clickeur est la. Changement d'adresse, changement de disign pour être amélioré et moderne. Et changement de Webmaster.
Ce n'est plus moi qui s'occupe du site, mais une personne bien plus compétente. Loïc Ovign dont c'est le métier. Il a refait le site et le forum. Une personne qui va pouvoir entretenir tout ça car personnellement je n'ai plus le temps. (Je me consacre au homebrew).
Voilou.
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| The Inconstant Gardener | GG !
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Quel RPG Maker choisir ? • Ocarina of Time PC • Polaris 03 • Le matérialisme c'est quand tu as du matériel. | Aller à la page 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37Index du forum > Généralités > Les blabla d'hivers sur MMF2/CF2.5
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