will F3 come with new level (frame) editor? i've interested in a autotiling 16-47 and working same with instances as unque objects (they no longer sharing same values and string, angle so on...)
Fusion 3 Progress Thread
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Kisguri -
May 11, 2018 at 11:17 PM -
Closed
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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Will extensions be able to add new data types to be added to objects with the new Data Type system?
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I think the types will be fixed.
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I have CF3 on the top of my christmas wishlist
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Will Fusion 3 have realtime audio effects like Reverb, High/Low-Pass, etc.?
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In honesty that sort of thing would depend on cross platform ability. Whereas shader effects use the universal OpenGL in F3, I'm not sure what the situation with universal audio processing effects is. I suspect a plugin would be used for this solution.
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How will F3 handle instances? Will there be a fast compare selected(a) to all(a)?
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Sorry I can't answer that one right now.
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No worries, thanks Simon.
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[MENTION=12276]SolarB[/MENTION]
I don't wanna to make speculations, but I asked this question in the old thread and they replied that there would not be a simple/automatic way of dealing with multiple instances (unfortunately)... Things may have changed, though. And I hope instead of F3 dealing with automatic chaining and other obscure rules of object association (mostly bad documented) like CF2.5, multiple instances can be handled in a simple and fast way, without loops, ID, etc. -
Unless you have some sort of automatic chaining then looping through unordered instances is just how you have to do it. You've always been able to pick an instance in F2.5 and predecessors by its fixed value or by one of its alts - the only thing you can't do is configure the properties of an instance at edit time in F2.5 (except for position, layer, stacking order). F3 will be different in that sense and some properties like variables will be configurable per-instance at edit time. I can't go into specifics on how, but it will be a lot more flexible in this area. F3 will also allow better manual linking of objects.
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[MENTION=7170]mobichan[/MENTION] post moved here to prevent going off-topic: Please login to see this link.
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[MENTION=21402]zip2kx[/MENTION] please read the thread rules which are in bright orange at the top of this thread!
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Will fusion 3 natively have the ability to read/write keys to/from an array, akin to the functionality control X object currently offers?
It would be nice to be able to write a user definable keys routine in fusion 3.0 without relying on an extension. -
Do you mean associative arrays, like this:
array{
animal: cat,
name: Mr Tiddles,
age: 6,
colouring: black
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Yeah, that sort of thing.
Can fusion 3 read that data from an array and apply it to a key press, the way Control X works.For example, I have "keys.array" as a text array.
I've set the string at X position 1 as "z".
I use the compare 2 general values command to check key press value as string from Control X = string at X position one of the keys array.
If this value returns true, then move my sprite left...... -
I can't go into the specifics of the data types right now however I can say that your particular example, the functionality of ControlX, will not be built in. It will however be something you can easily program yourself.
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That's great.
As long as we don't need to rely on extensions to program our definable key routines, I'm a happy chappie :).Don't mind a bot of legwork
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Well actually that will be only a little legwork and you'll even be able to even create your own extension with events to perform this behaviour you need
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Well I guess I have a different view. A "little" legwork here, and here, and here and there and so on … means a "lot" slower development time. A lot better, as a developer, is when you can go add extensions Click, Click Click done and be able to focus on your program's logic rather than having to focus on creating your own extensions or work arounds.
That is why I am concerned with the lack of Fusion 2.5 extensions lately. They appear to have halted. Over the last months we have not seen any new ones for 2.5 except one. I assume this is because everyone is waiting for Fusion 3.
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