As every object in Clickteam Fusion 2.5, the frame has properties. They are listed in this page :
Settings tab
The settings folder contains the basic properties of the frame.
- Size
Enter the size of your frame, in pixels. Warning, do not confuse the size of the frame and the size of the application window : the size of the frame is the actual size of the ground where your characters will move. - Virtual Width
Very useful for huge scrolling games: defines the virtual width of the frame. A large virtual width allows you to scroll on a large surface, larger than the frame itself. If the Wrap option is selected in a layer, the background of this layer will wrap automatically when it reaches the real width of the frame. For example, a frame size of 640×480 and a virtual width of 10000 will enable the player to scroll up to the position 10000 on the right without being stopped. If you enter -1 in this field the scrolling is quasi-infinite. - Virtual Height
Same as above, vertically. - Background color
Allows you to choose the background color of the frame. - Palette
The edit button opens a box to edit the 256-color palette of your frame. This palette is used either if your application is in 256 colors, or when you launch your true-color application under a 256-color Windows : all the colors will be remapped using this color palette. - Don’t include at build time
[Todo] - Transitions
- Fade In
Defines the fade in transition of the frame : the effect used to make the frame appear. Click on the Edit button to open the transition setup box. - Fade Out
Defines the fade out transition of the frame : the effect used to make the frame disappear. Click on the Edit button to open the transition setup box.
- Fade In
- Effect
- Effect
The simple effect list of the normal version of Clickteam Fusion 2.5 is replaced by a dialog box that displays standard effects as well as the content of the Effects sub-directory of your Clickteam Fusion 2.5 folder. In Clickteam Fusion 2.5, each effect is represented by a text file that contains pixel shader instructions. Note that these effects are available only in Direct3D mode, the standard software mode can display only standard effects, the ones that are also available in the normal version.In the Effects dialog box, the list contain the following items :
- None = select this to remove the effect from an object.
- Standard folder = the standard effects that also work in software mode.
- Other folders and effects = pixel shaders that work only in Direct3D mode, they depend on the shaders installed on your machine. Visit our web site and/or forum to get more shader packs.
- Effect
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- with 3 information columns per line :
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- Sw = contains a ‘x’ if the effect works in standard software mode.
- Hw = contains the minimum version of Direct3D required by the effect (dx8 = can work with Direct3D 8 and Direct3D 9, dx9 works only with Direct3D 9).
- Ps = minimum version of pixel shaders required by the effect. For example a shader with a Ps 2.0 won’t work on a graphic card that supports only pixel shaders version 1.4. Recent video cards support at least version 2 of pixel shaders. Semi-recent support version 1 only, very old cards don’t support pixel shaders at all.
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- This dialog box also contains 2 other buttons :
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- Refresh
Re-loads all the effects from the effect files. To use if you have installed or modified an effect while Clickteam Fusion 2.5 is running. - Editor
Opens the Effect Editor, which allows you to edit existing effects or create your own effects.
- Refresh
- Blend Coefficient
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- Unlike software graphic modes of Clickteam Fusion 2.5, in Direct3D mode you can apply a semi-transparency coefficient as well as an effect (in software mode, semi-transparency is an effect like others). This coefficient goes from 0 (no semi-transparency) to 255 (fully transparent).
- Note: the Blend coefficient is ignored in standard software graphic mode if you have selected an effect other than None or Semi-transparency.
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- RGB Coefficient
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- You can also apply a coefficient to each R,G,B component. In Clickteam Fusion 2.5 you select this parameter as a RGB color value. For example if you select (255,0,0) the green and blue components of each pixel in the image will be set to 0. If you set it to (255,128,128), they will be divided by 2.
- Note: the RGB coefficient is ignored in standard software graphic mode.
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- Demo recording
- Demo file
Indicates the name of the demo file in which to record the keypresses and mouse movements. - Random Generator Seed
[Todo] - Record demo
Launches the frame, recording all the key pressed and mouse movement in the given file. This file can be later replayed with the Play demo file action of the Storyboard object.
- Demo file
- Include another frame
- Frame
Select a frame to include in this frame when the application is built.
- Frame
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Runtime options tab
The runtime option folder contains settings used by the runtime for this frame.
- Grab desktop at start
If this option is selected, the background of the frame will be a snapshot of the desktop. You can use this option to make transparent screen-savers. - Keep display from previous frame
If this option is checked, the background of the frame will be the display left by the previous frame. - Handle background collisions even out of window
If you make a scrolling game with a large playfield, you might want to check this option : the collisions with the background will be handled even far from the window. - Display frame title in window caption
Check this option and the frame title will be displayed in the caption area of the window. - Resize to screen size at start
If this option is selected, the frame will be resized to the size of the screen, for example 1024×768 if your screen is in that resolution. Useful for example for screen savers or for resizable applications. - Direct3D: don’t erase background if the frame has an effect
Allows the frame effect to use the previous display, for example for motion blur effects. - No display surface
If your frame consists of only Windows controls (like buttons, checkmarks, list boxes) you can save memory at runtime by checking this option: no display surface will be created (making impossible to display graphic objects), but Windows controls will work fine. - Force load on call option for all objects
The load on call option is an option that makes the application load the data relative to one object only when it is used. This option is useful if you have multiple big objects : only the objects in use will be loaded. - Screen saver setup frame
If you are creating a screen saver, check this mark and the current frame will be used as the setup frame of your screen saver: it will be automatically opened when the user chooses the Setup option in the screen saver control panel. - Include global events
By default the global events (the ones you edit in the properties of the application) are included in each frame. This option allows you to exclude global events from a given frame. - Number of objects
Enter in this line the maximum number of objects of the frame. From 100 to 20000. Of course, 20000 objects will be slower than 100. - Timer-based movements
When this option is selected, the movement and animation speed of the objects in this frame is based on the exact time difference, making it independent from the machine speed. Note: for compatibility reasons, this option is not selected by default in frames of old applications. If this option is not selected, the speed is based on a frame count, less precise. - Movement timer base
Value (frames per second) of the timer on which movements are based when the Timer-based Movements option is selected. It allows you to define the frame rate of the movements and animations independently from the frame rate of the application. - Password
Each frame can contain a password. This password will be useful in runtime : the user can directly jump to a specific frame of the application by entering the password after selecting the Password command in the menu.
About tab
- Name
Enter the name of the frame here.
Clickteam Fusion Pseudo-code
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This is pseudo-code for Clickteam Fusion.
The first action is in light green, additional conditions are in darker green. Actions are in yellow with the content of the action in white.
The first action is in light green, additional conditions are in darker green. Actions are in yellow with the content of the action in white.
* _patchStage = 6
+ files_remaining of orig_patch_list <= 0
+ cooldown of orig_patch_list <= 0
+ Number of file_info <= 0
user_debug_log : Insert Item “” before -1, 1 times
user_debug_log : Insert Item “——— Switching to Integrity Checks ———” before -1, 1 times
Special : Set _patchStage to 6.5
Special : Set _totalFilesToScan to List Nb Lines( “integrity_patch_list” )
user_debug_log : Insert Item Str$(List Nb Lines( “integrity_patch_list” )) + ” files to check the integrity of.” before -1, 1 times