Why can't I always update these extensionsAttachment 29184
Why can't I always update these extensionsAttachment 29184
When use Sub-Application more than one, then object size and position change.
Also size of frame for sub application change object size and position change.
The Screen Zoom object is supported the Android runtime. Set scale action worked fine, but, Shake, Linear, Smooth, Elastic, Hot spot, Destination are not work.:(
Feature Request / Bug : Incorrect Path
If there's a wrong path somewhere on any frame, then none of the frames will run. Can we please have an option to ignore an incorrect path and still run the frame?
To overcome this - I copied the particular frame I need to a blank .mfa - but it keeps asking me for the right path for all the objects in the original .mfa even though not a single one is in the frame that I'm copying and pasting.
Feature Request / Global Values
Any chance that we could have the option to copy / paste the names of global values between different .mfa's - see above why I need to.
I have two major issues in this update
1. ControlX slows the game to about 1/3 speed. I'm using controlX to emulate key presses when using an XBox controller, but when this is active it makes the game run at 1/3 speed.
2. Physics seem to work differently based on framerate now. The game I'm working on runs at 90fps, and now some (but not all) of the movements are 1.5x as fast, only going back to normal if I lower the framerate to 60 (which I can't do)
What can I do about these? I was not aware there was going to be an update so I didn't make a backup. Would I be able to revert to an old version?
You can revert to prior versions from the Product Owner's Lounge.
Yes. Download the previous version and run it.
Guys, he said that his Fusion was updated without him realising it. Unless he downloaded and manually installed the EXE while sleepwalking, that means he's a Steam user (as indeed his icon confirms) ;). So I don't think the Product Owner's Lounge is applicable to his version.
@theknewgreg : I don't think there's a way to revert to an older version on Steam - at least not that I know of. But is there a chance that somewhere along the line you checked/unchecked the "machine independent speed" setting in your application settings? The problems you're describing sound like the sorts of problems that that might cause. Also, while I don't use the Physics system, I do use ControlX, and I haven't noticed any slowdowns.
Also, you can try verifying the integrity of the files via Steam, just in case the problem was caused by a faulty update.
Sorry if neither of these suggestions helped.
Hmm I like how there's the Collision Mask thing that returns if a position is inside an obstacle
So I was wondering if something like this would be possible for other kinds of objects, it could be separated into two parts, one that's general where you can specify which object by the name (accepting qualifiers as well) to check if in the exact position it's part of the collision mask of the object, and a second part where the collision mask condition comes from inside the object (mostly actives), where it would tell if a pixel is part of the collision mask but relative to the objects position (just like the thing to get a pixel color but for getting the value from the collision mask of the object)
I think this would be an great addition, since there are a lot of people that do intricate collision systems that don't really use backdrops
Edit: Another thing that could be interesting would be being able to check if the object was in another position, if it would be overlapping a obstacle or another object
Found a Bug:
If i have 2 windows in tile mode, one in event list editor and one in frame editor. Then click on deactivate group event, fusion crashes on the window pop-up.
Havent been able to recreate it, unsure if its this specific MFA or if its something im missing. Attached the MFA in question, go to event 18, put fusion in Tile mode (window-> Tiled) And then have the event list editor and frame editor open at the same time, double click on the Actions in event 18 and it should crash.
"Event editor: object list corruption if the frame contains more than 2000 unique active objects. This limit has been increased to 30,000."
Thanks for this one.
Major (for me anyway) bug:
If you have an Active DirectShow set to "Use Media Foundation With DirectX 11" you can not get the duration of the clip.
Someone mentioned a possible bug where double clicking and event (number or checkmark) sometimes makes some objects do not appear on expression editor (this sounds similar to that bug with qualifier of multiple object types inside of behaviors)
I'm having a lot of issues with this version and activating / deactivating groups - when a frame is restarted multiple times. It seems that the on group activation is not being run once, but being run multiple times - I've replaced it in some cases with "run this event once" and it fixed the problem.
For example, a pause where I activate / deactivate a group works 100% the first time, but when the frame is restarted and I activate it - then it does crazy stuff - that I didn't even program in - for example, there's an object that on group activation it's meant to create once - now when I deactivate the group - it's creating multiple copies of that object at the point that I deactivate the group i.e. it runs the group activation event continuously until it no longer can.
In trying to make a simple example I did notice this:
Line 23 is not being executed when I would expect it to - I would expect that if line 22 adds 1 to global value A and it now equals 4 - the frame would restart - the start of frame events would run and when it gets to line 23 it will reset global value A = 0. But that is not what's happening - you can see by the pattern of objects that are created.
However, if I move line 23 into group 3 - then it resets correctly. But where it is - Fusion is just skipping over the chain of commands when global value A = 4.
I don't know if this example will help or is tied into the above, I just noticed it as I was trying to make a simple example to illustrate the first 2 issues.
That tells us 2 things. Firstly, the later storyboard control action ("restart current frame") is overriding the earlier storyboard action ("end the application"). Secondly, it shows that even after we've told it to end the application, Fusion keeps reading and executing the events.
So, in your example, you increase Global Value A in #22 and tell it to Jump to Frame. Fusion will Jump to Frame, but first it will continue to read and execute the rest of the events....so it gets to #23, sees that Global A is 4 (since you just made it 4 in the previous event), and sets it back to 0. Then, when the frame eventually restarts, the global value is already at 0 (and not 4, as you would have expected), and event #3 never gets executed.
By outputting to the debugger at various points, we can confirm that this is what is indeed happening. Global Value A is only ever at 4 for the briefest moment:
Thank you @Volnaiskra - I kept thinking I was missing something obvious but couldn't put my finger on it. It's strange that I hadn't picked up on this before.
The other issue was my mistake too - one of my start of frame events lost its Start of Frame command and so was continuously running on a restart when a value triggered true. Sorry.
I don't know if I already asked for this, but could be possible to add a expression to get the name of the current loop?
This could be used for scoping an such
Adding info here about Bit defender flagging some files in the latest version of Fusion Dev 292.26
Currently i have fusion dev 292.22 on my desktop potato PC running Win 10 pro. It runs great and never had any flags from Bit defender, when running or installing. Also lets Fusion start by double clicking on an .mfa and fusion opens.
I installed the new version on my laptop and got a number of flags on install and files put in to quarantine.
First i did NOT pAnIC and think that fusion was trying to take over my pc and install some devious miner to take total control of, well everything lol.
So i restored the files. I did not add a exception straight away to these files. I wanted to see what would happen. This is after all the first install of the latest version.
I double clicked a .mfa and let fusion launch and it flagged two files and deleted them.
Posted some pics of those on discord that was interesting.
Tried to reinstall the latest version from scratch with Fusion Dev setup. When it tried to verify my serial it popped up a warning that i had installed Fusion on the max number of machines for that Key.
So the reinstall did not work. It was still installed and i could not reinstall over the top of its because i had reached the max installs. I currently have it installed on my Desktop and my laptop so 2 machines. I used the latest patch and reinstalled that hoping it would put back any files the virus program deleted.
install i did on my laptop is on a clean install of win 10 pro.
I have never had warnings on install for either virus or serial verification.
Hope the info helps. Thanks again for all the good work.
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Hello ！Yves！For 292.26. I found a very disappointing problem. I am using the steam version (developer version, 2.5+dlc, H5 Android ios UWP DLC), when I export the EXE program, I use the same MFA and export settings (project backup in June). I found that the previous version (292.22) has very good performance in DX11 mode, especially in loading large frames. The large frames that were loaded before almost zero time. Now it takes ten seconds.
Because the performance of the previous version under DX11 is very satisfying! I want to know if it is a version issue, but I can’t roll back to the previous version, I hope to get help~
My Android apps seems to be slower with this new build on Android 8+...
I'd like to suggest two simple things to improve the search and select of objects in the Frame Editor.
First: Option to select all objects inside a folder.
Second: Option to Search object by name in the Frame Editor in that vertical bar where they are listed. Oh this is so needed. Also it would be nice for a search inside the Debugger. When we are debuggin several objects at same time it gets really time consuming to find and expand/collapse.
I have another suggestion, this one seems like a missing feature idk...
Global objects on sub-apps don't sync variables, would be nice if they could
I second the "Search by object in the frame editor." I do my best to keep things organized but it can be really easy to lose track of lots of different icons.
(1) When Size of Sub-Application control by Window Control Object (Different size), Value of Object_ID and Select_Object are not equal.
Same objecct, Value of Object_ID and Select_Object are equal (Size of Sub-Application control by Window Control Object not change.)
(2) When Size of Sub-Application control by Window Control Object (Same size), Value of Object_ID and Select_Object are same.
(3) Without using Window Control Object, Value of Object_ID and Select_Object are same.
For first, it is bug ??
I have a big issue with my game.
I built a new version for an update, everything was good before, but now, when player tried to Launch the game, Avast said that it's malware, on everyone computer.
It didn't happen before so I guess it came since the 292.12 build?
And Compress Runtime is unchecked.
That's really ennoying...
You mean compress Runtime, this?
As I said in my message, it was already unchecked.
I use Bitdefender and have done for over 6 years now. I have never had to set a exemption for any thing in Fusion or any of its exporters or the 2.5+DLC. Everything always worked well with it and never triggered any warnings. Ver292.22 was fine also running with Bitdefender with no exceptions.
I posted further up the thread what happened when i installed the latest version. Installing the latest patch is the same as doing a fresh install.
Posting more info here as i hope it helps and im interested to see if its the same files that are triggering warnings in other Anti virus apps. At no point did i think that fusion was infected and its probly just somting to work through for the devs to notify virus vendors of their new version and that its throwing up warnings.
Files it flagged are
I added exclusions to the whole clickteam folder to stop it quarantining files due to suspected infections. (im not really happy running Fusion like this and its the only software on any of my 5 machines that has an exception for any software, including other game engines.)
Hope they identifty whats changed soon and we can all go back to running without exclusions.
Id suspect untill this is sorted out that exported files would also continue to throw up warnings.
And now for a lol. Discord help is like this for me. Some times you get lucky and find Obi Wan to answer questions. Some times you get Luke. LOL
Happy game development to you all and as always. Thanks to all that make Fusion.
HTML Requests / Issues
1. Fit inside create black bars - colour doesn't change - stays white (but this might be the browser).
2. Option to give files unique names or a prefix so that you can amalgamate different browser games in a single folder.
3. When you exceed the limit of the html free version - the frame won't run inside Fusion but it doesn't give any error message - just closes.
4. Request to amend it so the game fits in the allocated frame, not the allocated page.
5. Option to insert an affiliate code into the Clickteam Fusion branding you put into the free html export.
When you open Fusion it's creating temp. files - then you change the directory it will now create them in the new directory but it leaves the files that were created in the previous directory and does not delete them when Fusion is closed.
Hope the virus problem will be fix soon, I had to get back the the previous build of my game, 80% of players cannot start the game because of this.
If you have some solutions @Yves
Is it trully something I need to do ony my side since everything was fine before?
yes, otherwise the app will be taken down
I checked out the Bitdefender site about reporting the false positives. I hope this has already been done by Fusion devs.
Heres the link in case it was overlooked. https://www.bitdefender.com/submit/ They have a part to submit files that are getting false positives. I don't think the license for Fusion allows me to upload parts of Fusion or its extensions to a third party so i will leave it to the devs to do.
This is only for the files that are getting flagged on install though. It wont help those that are getting virus warnings on files they output. I don't think there is any restriction on uploading those to virus vendors as its like shipping a product. I would report to all vendors if it was my game.
I also run BitDefender. Haven't had a problem with my big game, but for some reason the mini-app I made a while back that literally just calculates time and cost got flagged and deleted. That was... a weird one. But eh.