Ok, well I don't need the functionalty (right now) anyway, but it's still a nice idea. I doubt it would be used much.
I'm going to be home in a little bit so I'll cook up that mfa and pm it to you soon.
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Open a TicketOk, well I don't need the functionalty (right now) anyway, but it's still a nice idea. I doubt it would be used much.
I'm going to be home in a little bit so I'll cook up that mfa and pm it to you soon.
Great, thanks. I'm eager to find out what's causing this.
I figured out what was causing the crash, and it wasn't the surface object.
The crash was due to Lacewing trying to connect at the beginning of the frame.
What puzzles me is why the crash doesn't happen when the surface object isn't present. O_o Does the surface object maybe slow the creation of Lacewing?
Um, can you send an MFA anyway? Are you using ANY Surface Object expressions? I just fixed a crash bug in those. Please upload something, I can debug it in Visual C++ to see what's causing it.
Also - are you using Lacewing Build 13?
Ha! It's funny you ask that. Lacewing had just stopped connecting to the aquadasoft.com server, so I decided to update my build.
I'm not sure what build I'm using. I had just updated from OINC a little while ago.
I'm only using one action, and that was the draw circle action. I ran the action every mmf loop. Even when I took it out the crash still happened, but I noticed that if Lacewing was able to connect, no crash.
I'll send you the mfa I suppose even though I've fixed it, it seems.
Updating Lacewing fixed all the crashes now.
I think Lacewing was at fault the entire time.
Here is an exe, if you really really really need the mfa I'll send it, but I'm really nervous to part with it. If you look at it you'll see why.
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Oh. Okay. Lacewing's fault then.
The game looks great! I don't need an mfa now.
Out of interest, what role does the Surface object play in it?
Thanks,
It was just a coincidence that the Lacewing server I was using updated at the same time I got access to the surface object.
Didn't help my testing purposes at all. Whoops!
I'm going to be replacing the Animated Picture object's loading functions with the surface object's, because of that file locking "feature" I mentioned earlier.
Hmm. I don`t know what you guys think. But i find the Image/RGBAt Expression a bit confusing. It just gives back red when using it. For getting back real RGB you need to use Get RGB Value from the special object anyways. Or do i overlook something here ?
What is "Overide extension" used for when loading images? It doesn't seem to do anything. I thought it was used to set the file extension, but nothing seemed affected.
Does the Load Image action always load the image into the first image slot? How can I change where the image is loaded with out having the copy the image everytime?
Thanks for this awesome extension! It's better than I thought it would be!
C:\foo.png, override extension = "" will load foo.png as PNG.
C:\foo.png, override extension = "jpeg" will load foo.png as JPEG (Well, you shouldn't name your JPEG .png but it might be useful in some cases. E.g. when you don't want to use a filetype detection at all).
All actions modify the editing image.
You can change it via Image>Set editing image.
Example (No default images in the editor set):
Add image 640,480
Add image 0,0 [color:#3333FF]We can leave it 0 because "Load file" will automatically resize it[/color]
Set editing image to 1
Load file "foo.png"
Set editing image to 0
Draw something
Thanks.
I think i found a pasting problem. Here a little app where i transfer some pixels from picture one to picture two. Works fine.
There is also an event to paste a image from clipboard. I`ve made a screenshot of my desktop here. And when i run the loop to transfer the pixels i get a weird result. See pictures.
I really wish there would be images allowed. It`s a pain to explain this one here. But totally clear what is going on when you see the shots.
In short: Surface object doesn`t update display after pasting. When doing an action like minimizing it does.
Thanks for that. I have had the same updating problem only a couple of hours ago. Having a look at it.
The application crashes when trying to cache the image from the surface object into the Animated Picture object.
This does however, work with the overlay object.
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Also, which image is selected when the OverlayAddress command is used? The first one? The currently selected one for editing?
Nevermind, got it working.
If you don't do the action "Export to Overlay" before getting the "OverlayAddress" the application crashes.
It has to be done in the same event list to work.
Yes. All actions use to the selected image.
Quote from UrbanMonkIf you don't do the action "Export to Overlay" before getting the "OverlayAddress" the application crashes.
Well, I can't fix that. OverlayAddress will return zero. And then the Animated Picture object tries to read from zero in the memory - which it can't - So it will crash. The animated picture should check if the passed address is not zero... if it is, it should just skip the whole procedure.
It's cool though,
Everything works great!
I love how you can manipulate other images that aren't being displayed, then blit them together onto the display surface!
Awesome!
I'm also using this for a paperdolling engine, as well as a lighting engine.
and .png support just tops it all!
Haha, I love to hear this kind of positive feedback.
I'm uploading a new build today, including bug fixes (Tiles' redraw bug should be fixed, and saving to the clipboard finally works perfectly) and a little surprise. We'll see.
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