I tested the performance of various events in fusion, events for objects are executed even when there are none in the frame.
You mean behaviors?
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Open a TicketI tested the performance of various events in fusion, events for objects are executed even when there are none in the frame.
You mean behaviors?
Hey Dev Team,
I'm still running into major issues with the "physics engine" when trying to run projects at higher frame rates. Objects start slowing down and acting all wonky, making it tough to create smooth gameplay. Right now, I'm stuck locking the frame rate at 60 FPS to keep things stable, which isn't good at all.
What's Happening:
Can you guys look into this? It would really help a lot!
Thanks!
The Issue:
When running projects at higher frame rates, the physics engine behaves unpredictably. Objects within the game world start to slow down and behave irregularly. This issue appears to be linked to the timing mechanism or some internal logic within the physics engine.
Severity:
This problem severely hampers the development process, making it difficult to create smooth and responsive gameplay experiences. It forces users to lock the frame rate at 60 FPS to achieve a level of stability, which is not ideal for many projects that could benefit from higher frame rates.
Impact:
Workaround:
The closest workaround we've found is to set display factors and related parameters to extremely low values. However, this approach introduces a new set of challenges, requiring adjustments to speeds, gravity, and other factors, making it inconvenient and impractical for most projects.
Request:
I kindly request that the development team investigates this issue and considers addressing it in future updates. It would greatly enhance the usability and effectiveness of Clickteam Fusion 2.5 for a wide range of game development projects.
Hello, I've encountered a significant issue with the physics engine. It appears that at higher frame rates, the behavior becomes erratic and objects start to slow down. It seems as if the timer mechanism might be misconfigured or experiencing issues.
In an attempt to work around this problem, I've experimented with setting display factors and related parameters to very low values. However, this introduces a new set of challenges, requiring adjustments to speeds, gravity, and other factors. It's far from an ideal solution and adds significant inconvenience to the development process.
I hope this feedback can be taken into consideration for future updates. Thank you for your attention to this matter!
I'd gladly appreciate it if someone could pass me a background rotation shader for dx11 that's anchored to the center of the screen so that I can achieve this desired effect.
Please!!
Here you go, I hope this works.
I posted this in the #shaders channel on discord a long time ago
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<- err what? you are not using the software properly.
Huh? Where are such conclusions from?
#1, i use it for over hundred hours per week - i havent seen ANY crashes. if they are happening for you. look at your system. - or provide actual information regarding the crash???
Bro, I already wrote about my crashes on this forum and attached a video how it happens
#2, what do you need more sound channels for?
I don’t have enough audio channels, as I have too many sounds of shots, explosions, damage, etc. Sometimes sounds cut off
Cheers! First update in this year! ;D
I hope there will really be fewer crashes
By the way, is there any way to make slightly more sound channels?
Greetings!
Is it possible to add more audio channels? Let's say increase to 55-60?
I have a very hurricane game with a lot of sounds of shooting, explosions, using objects, etc. and sometimes it happens that in a very major battle some sounds are missing
Steamworks does not work correctly with the steam workshop, because the IDs of items in the workshop go beyond the maximum Int value and steamworks cannot correctly count these numbers.
It would be very nice if steamworks could support larger numbers
here's an example of uploading one file, I don't have any clue on how making it upload multiple at once
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Can anyone tell me how to upload multiple files (array, music, picture) to steam workshop at once as one item?
The example for the steamworks object shows only the uploading of one file
Here is a strange situation that I don't know when the crash happens, I mean I can do the same thing but the crash won't happen
I can send you an mfa but I have lot's of extensions and custom shaders so I don't know if you could open this
Every hour or an hour and a half the program randomly crashes while saving
All platformer events are in behavior of one global object (except for events for menus and other things)
My mfa synchronizes with OneDrive
video example:
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exception codes:
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Request for a new feature
Add the ability to flip sprites horizontally and vertycally during runtime
This will be very useful if you have a lot of different objects that need to be flipped (manually would be very long)>:)
Huge thanks to the developers for a job well done
Just use an active object instead of a quick backdrop. Then you can can switch between frames, directions and/or animations inside the active object as needed.
But it's impossible to make infinite scrolling texture without using shaders
And if u wan't to do big scrolling texture using actives and shaders you will encounter memory leak
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)