Hi StingRay,
You have a special Scan Control object in your example, so it won't be available for others.
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Open a TicketHi StingRay,
You have a special Scan Control object in your example, so it won't be available for others.
Display MoreI am looking to revisit a .mfx project that was started but abandoned.
SPEECH TO TEXT object.
What I was wondering is what tools I need to open it and begin working on it again?
I seen that Stephen was working on it but gave up.
I also seen CONCEPTGAME was working on one, but also no updates. So I assume he gave up too.I was thinking to possibly work the two together and finish the extension with credit given to both.
I have VISUAL TOOLS and have attempted to open the .mfx. However, most is not visible.
Thanks in advance...
Hi VBEinc,
I thought I uploaded the source code of my extension PocketSphinx but it does not seem so.
I will look to upload it on Github. The best would be to update PocketSphinx to the newest 3.5 version and get full power of it.
Hi Matheus290,
I paused the development of this extension. I think I made a mistake by making it with a monolitic architecture, so that I can't develop it 30 minutes per week. I did not abandon it but I made it open source from the beginning to allow people to fix things without waiting for me.
All Shovel Knights resources:
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The creators released them for non commercial projects and can be used for prototyping.
It would be a relatively simple extension to write (with minimal number of ACEs). I may take a look at it. But I cannot invest more than 1-2 hours.
IIRC the Binary Data tab allows you to import several files at the same time, am I wrong? I'll check.
Adding more files is working. I mean a folder tree structure. For example:
resources
|
sprites
| |
| backgrounds
| | |
| | background1.png
| | background2.png
| units
| | |
| | heroes
| | | |
| | | hero1.anm
| | | hero2.anm
| | enemies
| | |
| | enemy1.anm
| | enemy2.anm
| effects
| |
| effect1.anm
| effect2.anm
sounds
| |
| movement
| |
| magic
| |
| weapons
| |
|
data
|
IIRC it will export all animation of one active at once. And when you import it, the hierarchy of target object's animation is changed to the origin object. Personally I recommend to at least have a dummy animation for fusion to retrieve animation name.
I tried yesterday and I was confused by the export menu with "from"/"to" frame options. But I tried again today and it is exporting all animations. That is great thanks.
next update may come with something like frame template or new UI.
I am intrigued by this possible "frame template" feature. Was it only discussed on other canals like discord or are there more details somewhere about what it could be?
Hi,
Thank you very much for this "Export Animation" and "Load Animation" feature which avoids to export all frame files and corresponding hotspots and action points. It also spare the need to prepare a dummy object with the exact number of dummy frames as in the original animation.
It made my ActiveObjectExporter extension obsolete which is actually great.
I do not know if it was asked before but I have a few questions/suggestions:
- I did not manage to export all animations at once, just the current selected animation. Would it be possible to have an option to export them all at once in different files (object_0.anm, object_1.anm, ...) or just one file for all?
- Since these exported anm files needs to be imported at runtime, would it be possible to load all files from a folder and subfolders (typically a data folder with animation, sound and data files) in the binary data menu instead of adding them file per file. It will allow the developer to embed all the files at once when building the exe. If there is already another easy way to do the same thing, please tell me.
This is very interesting!... Will this extension ever be made available to the public?
Yes I planned to release it on the french forum but of course all of click users can benefit of this.
This extension in a way already exists. I just did not release it. I hardcoded the metadata (hotspots, action points, ...) in the code but it should be easy to make it generic to use different formatting of metadata.
You can see it in action here: Please login to see this link.
It is in french but I do not think it needs any big explanation.
There is an extension for Spriter. It has its limit but the core functionalities are working.
The great advantage of Spriter is that there is no fee when publishing a game when the SDK is used.
It is not the case for Live2D and Spine, that is why it is a no go for me.
Bonjour,
Je n'ai pas de problème à ouvrir le mfa. Voici mon fichier kcfile si ça peut aider (depuis C:\Program Files (x86)\Clickteam Fusion Developer 2.5\Extensions\Unicode).
Le mieux ce serait de réinstaller Clickteam Fusion 2.5 encore une fois.
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Merci Yves,
I changed the property to Direct3D9 and it worked as expected. I did not really need "pre multiplied alpha" and DX11 so it is OK for me. It won't be as generic as it can be but it is good enough for me.
Hi all,
I want to implement the possibility to batch the save of active object frames to files (with a metadata file for image properties).
I managed to get code working but for some images, the images seem to loose quality or to be aliased although they should not be.
WORD imageNumber = (WORD)adPtr->adFrame[nFrame];
if (LockImageSurface(pObj->roHo.hoAdRunHeader->rhIdAppli, imageNumber, sprite))
{
CImageFilterMgr* pImgMgr = rhPtr->rh4.rh4Mv->mvImgFilterMgr;
bool res = ExportImage(pImgMgr, (fullName+".png").c_str(), &sprite, FILTERID_PNG);
}
If I use the save image button in the image editor of the active object, it works without problem.
Did I miss something?
with extension:
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with image editor:
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Thanks Phi, I will try this.
Hi all,
LB released a version 2.0.1 which is really working well:
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In order to replace the traditional list object, there is still something I am wondering: handling of binary files.
It seems that Internal List Object does not have this trick to handle directly binary data without extracting and release actions (list or array objects have this feature for example).
It is a time saving feature that I want to add in Internal List Object.
Do some of you have a link to some existing c++ code or know how this is handled in array or list objects?
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)