Profiler looks sweet
Does it always read through the entire app or is it also possible to scope down what it profiles to e.g. a group of events or object?
Fusion 2.5+ DLC Official pre and post-launch Thread
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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wouldlike to see a video of the new qualifiers/etc - anything about reusable logic on multiple frames
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Apologies if this has been answered already and I've missed it, but what's the benefit of directX 11? The only differences I remember between dx9 and dx11 games are things like tessellation and and global illumination, which I doubt will be relevant to Fusion games (perhaps firefly). Are there any other specific benefits? Or perhaps general benefits (eg. Faster rendering, better vram usage, or something like that)?
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Some of the main benefits to dx11 are faster rendering and ability to use a higher version of pixel shaders.
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OK, great. Both those things sound very worthwhile
What about DX12 though - is that on the cards? DX11 is ten years old already. I hope we won't have to wait for Fusion 4 in 2029 to see DX12 implementation. Especially since many of the benefits of DX12 - multi-core optimisation, close-to-the-metal API, combining integrated and dedicated GPUs - seem to be be particularly suited to squeezing performance out of mid-range hardware, so the average Fusion developer and/or gamer arguably stands to gain more than most from DX12.
I imagine it would require coding a lot of stuff from the ground up for an engine to take advantage of these kind of low-level features, but that appears to be where the Fusion dev team is at currently anyway.
Anyway, 2.5 is very exciting regardless.
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Some of the main benefits to dx11 are faster rendering and ability to use a higher version of pixel shaders.
Kisguri, would be possible to know if you're thinking to adding the negative value to the scale x/y of an active object in order to mirror / flip a sprite?
This would save a lot of memory usage and time. It's a "standard" function that every development software has, except Fusion. -
+1 to that!
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Can someone post some screenshots or a video with the beta, or is it forbidden at the moment ?
I would have a few requests that I consider important:
- Like other users said, please make mirror/flip sprite available for all platforms. I still can't believe this isn't already standard.
- Port the Viewport object to all platforms. In this way it could be used for split-screen, zoom in or out, minimap, water reflection and much more.
Or even better, add functions like the ones from Please login to see this link. and Please login to see this link., but at least port it to all. I've tried making split-screen using Sub-Apps, but eventually I given up due to workarounds and spaghetti code. - Webview for Html5 and a way to execute JavaScript directly from the app, without having to edit index.html, or workarounds like Please login to see this link. . This will be usefull in order to integrate different api like Newgrounds or Kongregate .
It was started, but no updates since: Please login to see this link.
- Like other users said, please make mirror/flip sprite available for all platforms. I still can't believe this isn't already standard.
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This sounds great, but to be honest I'm a bit hesitant that it might make some of my existing projects not work properly. You wouldn't think this would be a normal fear (and maybe it isn't) but for reference when I was making Hasslevania 2 which started in MMF1.5 I imported it to MMF2 and had all kinds of things go wrong with it. I had to rework many things and it took months just to get it going correctly again.
I guess I just don't want to have to do something similar with 2.5+, but I want to BELIEVE!
Have you guys imported your 2.5 mfa's over to 2.5+ and seen any weird issues yet?
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Concerning negative scaling, This will have to wait for Fusion3 as this will require in 2.5 a complete rewrite of collisions, something we can't afford to do.
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This sounds great, but to be honest I'm a bit hesitant that it might make some of my existing projects not work properly. You wouldn't think this would be a normal fear (and maybe it isn't) but for reference when I was making Hasslevania 2 which started in MMF1.5 I imported it to MMF2 and had all kinds of things go wrong with it. I had to rework many things and it took months just to get it going correctly again.
I guess I just don't want to have to do something similar with 2.5+, but I want to BELIEVE!
Have you guys imported your 2.5 mfa's over to 2.5+ and seen any weird issues yet?
For me the transition went without major hassles, and the minor issues of the first builds have been fixed in the meantime. It really feels like a complete package with lots of quality of life stuff and a nice performance kick, even without DX11, which is completely optional.
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What will be the price of the transition from CF2.5 dev to CF2.5+?
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Coldfire, 2.5+ is DLC for 2.5 it is not a new version. So we will have one price only, Will announce soon!
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Concerning negative scaling, This will have to wait for Fusion3 as this will require in 2.5 a complete rewrite of collisions, something we can't afford to do.
This is a sad new, however, even if the collision system wouldn't work properly, it doesn't matter, we can use alternative collision systems. The most important thing is to save as much memory as we can.
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[MENTION=9539]Crian[/MENTION] it is not just as simple as rewriting the collision system, there are many many other complexities too, Kisguri gave the headline one. Unfortunately this is not something which can be done in F2.5 or F2.5+
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[MENTION=9539]Crian[/MENTION] it is not just as simple as rewriting the collision system, there are many many other complexities too, Kisguri gave the headline one. Unfortunately this is not something which can be done in F2.5 or F2.5+
Ok, thank you Simon.
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then can we have a Checkbox that says: Use Negative Scale and disable Collisions
some playerArt, fx, level artworks, UI, etc.... does not require any collisions, but just plainly saves tons of space and memory especially on mobile/web. please consider
giving us the option to flip without the many complexities...
(if you dont want it to mess with previous fusion build version, then maybe a 2.5+ feature) -
Spriter object is already using the possibility to flip horizontally. So it is possible. It should not be compulsory to rewrite the collision system since the flipping happens before forwarding collision mask to the rest in the pipeline.
On the other hand, some calculations need to be redone, for example action point. It is still a lot work, especially to port to every platform and test it properly. -
Some of the main benefits to dx11 are faster rendering and ability to use a higher version of pixel shaders.
I would really like some data on this as far as it versus DX9 FPS is concerned. Charts/Graphs ect would be ideal marketing.
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Faster loading and saving,
By the way, does this refer to the editor (ie. loading/saving MFAs) or the runtime (eg. loading assets from EXE into RAM, saving savegame files)?
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