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You can do this fairly easy with active objects. You can't do much with background objects, however active objects can be made into background objects through the event editor in the new game.
You could give all the actives that you want to save the same qualifier. Then run a for each loop on that qualifier and add name, position and other details in a string. And a delimiter such as a comma or another spesial character between each object. Store the final string in a text document.
In the new game also give all objects the same qualifier and use the string tokenizer or string parser object to split the string using the chosen delimiter. Then run a fastloop and the create object by name action and give the qualifier the position and details from the tokenized string.
Hopefully this mfa will help you out a bit. I'm a little rusty (been 10 years or so since I used Fusion activily), so I am sure there are simpler ways to do this. I was going to explain the process to you, but it got a bit more complicated than I thought it would, so I just uploaded an example. I hope this is what you were looking for. If you have any questions, don't hesitate to ask
You can have a few particle objects that you position around the base of the object while it is being placed, and then test if any of these objects are not overlapping the tiles.
I think your B approach is the best one, at least if I understand you correctly. That's the one I always use, although I use a flag instead. Is_Destroyed = Off: object is still alive. You can use it in combination with ForEach loops, and have the condition in the event that start the loop, that way it will only start a loop with the objects that are not yet destroyed.
Amazing update! Might get me back into Fusion (just haven't had the motivation to start a new project for a while)... some very good features there that I have missed before, and wasn't expecting to get in F2.5!
I think the easiest is to use a different player object when the character is climbing, but there are other approaches you can do, like disabling movement in the pmo.
To reset an inifile, you can simply delete the file. If the file doesn't start out blank, you could have one ini file that has all the start of game values, and then let the actual inifile copy that file at the start of the game. In either case, you might benefit from not using an ini file at all, but global values / strings instead.
I advice you to program the mouse movement in the event editor using an object with movement set to static, instead of the built in mouse movement to avoid complications. Simply set the object's x position to xmouse and its y position to ymouse in an event with the Always condition.
Make sure the list object is set to 0 index in the properties. Always delete the bottom line. Retrieve the number of list items to find it. When you delete a line, the length of the list is reduced by 1, and so is the index of the last item.
I'm not exactly sure if I understand what you're asking for here. I suppose you want to know how to identify the 8 surrounding dots of a random dot?
First, you need to find a way to pick a random dot. The easiest way to do that is to use the "pick Dot at random" condition. Then one method is to simply position an object shaped as a square that overlaps all surrounding objects but the one in the middle, on the target object. Then do whatever you want with the objects overlapping the shape.
Unless I'm not getting your message here, this is quite straightforward to do in Fusion 2.5.
In the frame editor: Insert a List object.
In the event editor: Create an event that loads the list. Under the List icon, right click on the white square in the correct event, and select Files -> Load list file. Then select the .txt file to load. If it is a hardcoded list, you could type in the list manually in the list object itself instead by double clicking it in the frame editor.
To pick a random word, use the expression: List Line Text$( "List", Random(3)+1 ) You many set 1-based index off in the list object's properties. In that case skip the +1, as the first word will be line 0.
To align the numbers to the right, you'll need to run a fastloop the numbers of times needed. Run the loop 15 - length(string) times. In the case of abcdeft that would make it loop 8 times. On each loop you add " " to the string. Then, you add the number.