Try profiling your application. Make an example of both. One with a single active containing all your animations and another with several actives each containing some animations. Then run and record the memory taken by looking at the game in task manager. I would tend to think that if you're duplicating animations then the duplication will take more memory than a single version of the animation.
Posts by bholtzman
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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The file C:\program files (x86)\steam\steamapps\common\clickteam fusion 2.5\data\runtime\unicode\stdrt.exe keeps getting flagged as a virus. Do I need it or is it an unknown file?
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Thanks Nyc. I'll post there.
Hi King_Cool. Thanks, I'm aware of the extension manager. I'd just like to have the object I'm selecting to include in my project tell me in the same dialog I'm selecting it in which platforms it support. It's easier to make decisions if I don't have to move back and forth between multiple dialogs to tie the bits and pieces of information together.
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I'd like to have an easier way to determine what platforms any particular object will work on. This is always a question in my mind when looking at my list of all installed objects. But the only way I can see what platforms are supported is by going to the dialog to install/update objects, which is out of the way of where I select each object. It would be much easier for me if the platforms were also displayed or displayable on the dialog used to select currently installed objects for the current project.
I hope this makes sense. Please let me know if the description is not very clear.
Thanks!
Ben
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I do agree that splitting the text is a possible way to strip the leading zeros. I'm mostly curious about how to get the syntax right, so I understand how to solve this issue in the future.
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I'm trying to get a regex replace to format a time string by removing the leading zeros. I thought that this would work, but it's not. Any idea what I'm doing wrong?
ReplaceSRF$( "Regular Expressions object", TimeString$( "TimeString Object", "%I:%M:%S PM" ), "0?(:?\d|[1-9]\d):0?(:?\d|[1-9]\d):0?(:?\d|[1-9]\d) (:?AM|PM)", "${1}:${2}:${3} ${4}" )
Thanks!
Ben
Please login to see this attachment.
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The lack of a lighting feature is kind of weird to me. One of the items sold in the clickteam store is Auto Tile Gen, which creates background textures made with dynamic lighting data. How would I use the dynamic lighting functionality inside Clickteam Fusion 2.5 to fully use this aspect of Auto Tile Gen tiles?
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Being able to use Spriter Pro and/or Spine runtimes in Fusion is extremely liberating in the type of work that's achievable in Fusion 2.5. Very good development here!
Ben
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Thank you for providing the widget with variable Jump. Seems very useful! I'd love to download the file to take a look at it, but am confused by my experience here. The link in the post says that the file is of type .mfa, but when I download it, the file is of type .php. What am I supposed to see?
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I have the same experience as you xDeeringx. I'll hit the edit button and most of the time, I get an exception thrown. I also have Visual Studio installed and get another dialog to debug, even though there's no source code.
It says that the original location is C:\Users\Ben\ApData\Local\Temp\mrt136.tmp\animPicture.mfx.
There's a disassembly if you think it might help. I'm not familiar with debugging on this level though, so I may not be terribly helpful here.
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Not sure if this is the right place to request this or not. But, I tried making a magnetic ball game as a learning project for myself. But as it turned out, I was going against the grain so to speak in what behaviors are available in Fusion. I'm still very interested in seeing how this might be accomplished. So I'd love to request a tutorial be made to teach how to accomplish this goal.
Here's a Please login to see this link. to a site with a video of the game design I was after.
Thanks,
Ben
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No I don't. How would I find this out?
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I've starting to "study" the commercial steam games produced from fusion users. What I'm seeing fairly consistently for all of my current downloads is that the size of the game is relatively small in comparison to other games not produced in fusion. The games don't seem to be skimping on the amount of play, and in many cases on the vastness of the play area. How is this being accomplished? Is there a technique that I should be aware of? Is it because of the tendency towards pixel art styles? Are there tools that are being used to pack content very efficiently?
Thanks,
Ben
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Wow, impressive portfolio and demo! Please contact me when you have some time to discuss. Do you have access to my email address from my forum profile?
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Seems like the solution has something to do with object qualifiers and alterable strings.
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I'd like to make a game that has magnetic balls in it, but I'm not sure how to group a magnetic physics object with an active object shaped like a sphere. Any ideas?
Thanks,
Ben