Would it be possible to add pasting quick backdrops from an active/active picture?
Specially because of motif mode, it seems a lot more efficient than having multiple backdrops representing repeating patterns...
Or at least I want to know if it can be done as an extension with the SDK...
Build 293.1 - Release version
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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Hey, do you still have the MFA that shows the issues (and instructions to reproduce them) so that I compare with previous versions?
Hi Yves, thank you for worrying, I fixed most and did a work around for the animation "bug"? I will explain here and be of further assistance... (I faced 3 problems)
Problem 1: Focus box was not working
Solution: I discovered this was due to a pause and unpause with keyboard key P, I had done on the global event editor
the the game paused when a person would type P on the username and password screen.Problem 2: Global Escape to end application would not work in that edit box screen either
Solution: This was because the game was paused, lol - Fixed after deleting the global pause with P (same fix as problem 1)3- the game won´t even get past a screen even though the event has always been there before...
Solution: I still do not know as I have not made further tests... I will do it right now and see again....
I had a screen (frame) which only had an active in it with a one frame only of animation without looping set for an animation speed of 10
So before the game would auto jump frame after that "animation" was over... it did not yesterday, after update... so this may be the only thing you may want to look into, but let me make sure that is really the case and then I will see if not I will send you an mfa! because why waste your precious time if I could fix and find out.. see you soon... -
Would it be possible to add pasting quick backdrops from an active/active picture?
Specially because of motif mode, it seems a lot more efficient than having multiple backdrops representing repeating patterns...
Or at least I want to know if it can be done as an extension with the SDK...The code that handles pasted backdrop objects doesn't handle quick backdrops, you can't do this in an extension. I agree that pasting quick backdrops would be more optimized for repeated backdrops, but significant changes are required for this.
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Hi Yves, thank you for worrying, I fixed most and did a work around for the animation "bug"? I will explain here and be of further assistance... (I faced 3 problems)
Problem 1: Focus box was not working
Solution: I discovered this was due to a pause and unpause with keyboard key P, I had done on the global event editor
the the game paused when a person would type P on the username and password screen.Problem 2: Global Escape to end application would not work in that edit box screen either
Solution: This was because the game was paused, lol - Fixed after deleting the global pause with P (same fix as problem 1)3- the game won´t even get past a screen even though the event has always been there before...
Solution: I still do not know as I have not made further tests... I will do it right now and see again....
I had a screen (frame) which only had an active in it with a one frame only of animation without looping set for an animation speed of 10
So before the game would auto jump frame after that "animation" was over... it did not yesterday, after update... so this may be the only thing you may want to look into, but let me make sure that is really the case and then I will see if not I will send you an mfa! because why waste your precious time if I could fix and find out.. see you soon...OK thanks.
Problem 1: I tried what you said and it works the same in previous builds. Just to confirm.
Problem 3: I tested this too, via "Animation Stopped is over / Next frame", and it works, so yes I would appreciate an example if you can find what happens and think it's a bug in the new build.
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it might have been due to the little devil Pause Unpause with P that conflicted with my other 2 previous problems.... So in the end there is really nothing for you to worry about Yves! it has nothing to do with the program itself. Thank you! Fusion ftw!
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BUG?
Cannot retireve the text of the String object if it created by event.Please login to see this attachment.
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Hmm, don't know if this is intended or not, but both "Paste into Background" and "Add Backdrop" from the Active object is doing exactly the same...
Both are using the (backdrop) object limit, both can be destroyed during runtime...
The "Paste into Background" documentation says:- objects pasted by this function only exist in the part of the screen that is visible at the time it's pasted. If the object goes out of the screen, for example in a scrolling application, it will be definitely destroyed.
But it doesn't seem to happen... ?
So what's exactly the difference? o.o
I thought Paste into Background was supposed to not be affected by object limit, and perhaps perform better...(would be nice if we could paste cropped parts like Active Picture does too, it feels like Active Picture is slower in hardware acceleration mode)
Edit: It seems like "Paste into Background" only destroys pasted stuff that goes outside the view area in Standard mode
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Yes "Paste into background" is an old 'standard graphic mode" thing, in DirectX mode it works like Add Backdrop.
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BUG?
Cannot retireve the text of the String object if it created by event.Please login to see this attachment.
It's seems it's part of the weird "feature" that prevents string objects created in frame editor from being destroyed. I *think* I can fix this part without causing issues, this will be done in the next beta.
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Yves, thanks for the info about "Paste into Background"!
I noticed a problem while doing some tests (not related to the previous thing)...
I have a 1080p game, but when I put it fullscreen on a 4K monitor, the GPU usage increases and the performance drops by a lot... (Idk if Windows scaling also affects it)
So I guess Fusion renders like 4 times the pixels instead of just stretching the image (?)
Is there any way to optimize this? -
Are you in DirectX 11 mode? In this mode Fusion doesn't change the resolution (I couldn't find a way to do it yet with the current structure of the display in Fusion apps...), it stretches the display. But stretching a HD image to 4K takes time even for a GPU. This is the main thing we still have to improve for DX11.
In DirectX 9 mode, it changes the screen resolution, so this would be probably a bit faster.
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Okay, so when going fullscreen in DX9 it drops 8 fps, in DX11 it drops to almost half the fps...
One thing tho, Change Resolution mode isn't exclusive fullscreen, right?
Because it messes with other window's positions and size when switching the resolution, this is the main reason I avoid it...Would Exclusive Fullscreen be possible?
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Quote
Change Resolution mode isn't exclusive fullscreen, right?
It's exclusive full screen in DirectX 9 mode. It's not exclusive full screen in DirectX 11 mode yet.
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Oh I see, I remember Standard mode messing with other windows in change resolution mode, this seems to not happen in DX9 which is great!
Although with change resolution mode on, DX11 gets a bit glitchy, the frame gets off-centered (bigger border on the right), but it's nice to know DX9 already got Exclusive Fullscreen.
Hope to see it in DX11 in the near future if possible, or at least some optimizations to get better performance in borderless fullscreen mode. -
Although with change resolution mode on, DX11 gets a bit glitchy, the frame gets off-centered (bigger border on the right).
Hmm, what's your app window size, frame window size and current screen resolution?
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320x200 with Change Resolution Mode enabled, works fine on DX9, gets weird in DX11
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320x200 with Change Resolution Mode enabled, works fine on DX9, gets weird in DX11
OK I'll take a look.
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For info the build 293.1 is no longer a beta version.
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Hey [MENTION=5114]Yves[/MENTION], Can you add options to the list object to make it a global object? I keep my data there and want one instance for the entire game. The second thing is a bug. If I create an object that doesn't exist in the current frame and exists in another frame with create action object it shows up, but if I do it with global events then it doesn't work. I wanted this object to be automatically created in every frame so I put it in global events.
Global events (Did not work)
* Start of Frame
New Objects : Create BaseData at (-32,-32) layer 1Each game frame(It works)
* Start of Frame
New Objects : Create BaseData at (-32,-32) layer 1Note that BaseData exist only in the base frame
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Hey [MENTION=5114]Yves[/MENTION]If I create an object that doesn't exist in the current frame and exists in another frame with create action object it shows up, but if I do it with global events then it doesn't work. I wanted this object to be automatically created in every frame so I put it in global events.
Global events (Did not work)
* Start of Frame
New Objects : Create BaseData at (-32,-32) layer 1Normal frame(It works)
* Start of Frame
New Objects : Create BaseData at (-32,-32) layer 1This is a known issue and we cannot change it easily: Create Object works in global events only if the object exists in the frame (you can unselect its Create At Start option if you don't want it to be created when the frame starts).
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