that was unexpected, I never thought any new controller updates might even be considered for Fusion 2.5 XD
Hi, I join a minimal blank mfa that contain the issue.
After you will open it, open the event editor.
Toggle filter on "group good" you should see the problem after.
Thank you !
Seems to also happen if this child event has a child condition of with actual conditions and actions, so this mostly affect conditions/actions inside parent events that also are child events...
is it possible to add an action to fusion that resets an active objects values to its default values, without having to destroy & recreate the object?
maybe called something like "reset values" & it could go underneath "spread value"
In the Event editor you can drag the display by the middle mouse button, but not the Event-List editor which I use all the time
Would be nice if that was done in the Event -List editor too :)
Any change we could get an expression reader for the "Set Key" action? Would make key rebinding a lot easier in runtime.
Hey so I'm messing around with shaders at the moment and was wondering if it were possible to add a way for Object Instances to share Shader information?
For example, If I create an active with a shader that uses an external image file for one of it's parameters, any future instance I create will lack that information and is forced to reload that information. I understand why this is the case, but having the ability (if possible) to avoid the slowdown that comes with having to reload external images for multiple instances would be great.
I also attached an example file that conveys my point (You start encountering the slowdown once you approach 256 instances): Attachment 30148
my debugger bottom right buttons are gone, how do i get them back? ......help! :O
awesome! it worked :D
thanks Yves :)
I see that some users get really mad by the interface cause switching between multiple MDI child windows (editors) on Fusion can be a pain...
I think tabs for the MDI child windows could really improve the workflow, so I looked up and it should be really easy to implement tabs for the editors...
It's basically a just dropping an MdiTabStrip on your Mdi container form, and you have a Tabbed Mdi interface.
So as a suggestion, would be really really interesting if we could get this option on Fusion's preferences to enable these tabs, even if it was a 2.5+ exclusive it would really help a lot of users that complain about the interface.
Here's some reference of how to easily implement it:
Recently I've been making my projects run at the same speed no matter the app's FPS then I stumbled upon a bug with the animation speed
It looks like the animation speed is related to Movement Timer but behaves a bit weird as when I higher the app's FPS the animation gets slower
For example if I have the Movement Timer set as 60, FPS locked to 60 and Animation speed is 16 it would run fine until I increase the FPS more and more it gets slower to the point where FPS is 1000 it's extremely slow
Here is a simple example that shows the problem:
I have something to add to the animation bug above:
It seems like disabling Movement Timer do work but it makes the animation speed match the fps instead of being independent.
Then I tried forcing the animation speed with a event, and it seems like it works consistently in any fps, so this means something is messing with animation speed on different frame rates
At first I thought it was something from Movement Timer do to keep the animation independent, but since constantly forcing it to for example 20 makes it run at the same speed in any fps, it might be something else...
Edit: Seems to not happen on MMF2, and only happen on Fusion 2.5 if the animation speed usually bellow 17
It's super weird cause while changing the animation speed, it sometimes work normally
Edit2: For some reason it only happens with the Debugger closed or disabled!
Edit3: Here's an easier way to visualize it... It seems like animation speed steps weirdly the higher the frame rate is:
It also seems like the Movement Timer change the minimum value of animation speed that it happens, so it must be some sort of wrong step of the animation speed value... The equation must be off
At Movement timer 60 it happens bellow animation speed 17, at Movement Timer 55 it happens bellow animation speed 20
When I fire the event zero times (via Timer Object), the application freezes. Fusion 2.5 requires precautionary measures to prevent this from happening
The current implementation of the "Fire event" action is timer-based. Since it is based on actual time, it will not fire at the correct time if the game is slow. Please add a frame-based "Fire event" action to instead it.
I have discovered a weird bug about adding backdrops on standard display mode:
When you paste an image / add backdrop to a layer it works fine and can add infinite numbers of them but only if there is no layer behind the layer currently used to paste image / add backdrops
When there is a layer behind it will act as creating actives as it will be limited to object limit and will lag the app the more you add them which is a very weird behavior as it works perfectly fine if there is no layer behind
to summarize all this up: it simply only works correctly if you paste image / add backdrops on layer 1
Note: it seems like a very old bug as it can be reproduced on MMF2
Here is an example that shows the problem, if the "Generic layer" is moved behind "Main layer" it produces the problem:
I'm completly stuck and don't get any answer in the thread i've opened about that. Can't you provie me some steps to follow to manually adds this funtuions directly from xcode?
I can't publish any update for my games, they are all rejected because of this since many weeks. I really need help. Thank you.
I've been implementing to do light rays, and I discovered this bug:
When an object is scaled it looks like it completely messes up the collision mask and it will just not work probably at all. Here is an example that shows the problem:
Hold LMB on any obstacle to scale it up || RMB to scale it down, then the problem instantly appears.
As noted by many in the HTML5 export forum. There is a bug that makes html5 programs either crash on waiting for touch on ios browsers or not play sound if you bypass the waiting for touch option. We haven't heard from any Clickteam developers on the issue. Can this be worked on for the next update?
It seems a lot of forum members on that forum are using the HTML5 export for our jobs.
Could Apply Impulse on Physics movements get support to floats?
Linear Velocity does support it (although it asks for 0-255 int)
I'm trying to make a small object move slower without having to increase its density by a lot, cause I would need to increase density of all objects for this to work well...
Box2D uses floats, so why not having it on Apply Impulse? I'm currently using a workaround which is apply impulse then set linear velocity divided by 2.0 ...
BUG : When application run and Font change, Bold on-off, Underline on-off i.e every function of text (Color change work), String Object not change Font in Display mode : Direct3D11 (in Display mode : Standard, Direct3D8 and Direct3D9)
I would like to know if there are possibility to get some new sound features in clickteam fusion 2.5 to improve audio environment of my game !
- Set low-pass of a specific chanel
- Set high-pass of a specific chanel
- Set fade (like pan but for front rear allowing to play sound on rear speacker for person that have surround setup) for a specific chanel
- Add reverb / EAX options
- Add some expressions that allow to create music / sound reactive visual effects in a game that could return current playing output volume on specifics range of frequence on a chanel.
I also notice in HTML5 that the event play sound from file won't work. The expected behavior should be to load the sound from a specific path in the web directory.
I know that some of theses ideas should be not easy to add but I'm sure that could be nice addons to create nice sound environment in game.
-Insert Action "Set Alterable Value..."
-Click "Use expression" button
-Hit Enter or press OK
-Vertically adjust the Expression Editor by dragging the top of the window ↕
-Now it gets a bit messed up near the top:
When you create a backdrop and switches the color of the origin active, it will make previously created backdrops to be invisible until the active changes colors again.
This will cause a strange flickering where some backdrops may be visible (with colors changed since they share the sprites of the active) and some may be invisible.
Looks really interesting, but doesn't look intended. Changing the colors of the backdrops I get, no problem there, but making them temporarily invisible looks wrong...
It seems like this is also affected by Load Frame action, so when you replace the frame once, some will get invisible some visibile, they will replace the sprite normally
(which is kind of interesting actually, didn't knew you could do this)
Here's a example of the bug:
If you check "Don't include at build time" on a frame properties and have a "Next frame" action on the frame before it (or "Previous frame" action on the frame after it) it will close the application instead of skipping it.
Happens with built-exe as well, not just when running from inside Fusion.
As the title says that's perfectly it, when I rotate or resize an object in the frame editor it changes the actual sprite which isn't something I like much.
So it would be nice to have an option that doesn't affect the actual sprite and just initialize the angle / scale of the object.
I know I can ofc just have values stored that can do this...but I also want a visual representation in the frame editor, just like how it already looks, but without it changing the actual sprite.
I was very happy do discover recently the ability to set the caret position for the edit box!
However, setting it to anything else than 0 causes an instant crash on my system.
Does this happen for everyone? If so it would be great if this could be fixed!
I don't know if this is possible by any means as it's hardcoded in Fusion to set zoom to 100%
But maybe it can be added? if possible that will be really nice for much feasible path editing :)
First of all it appears to be a very old bug so I don't know if it can be fixed
When testing for an object that doesn't overlap with another object it just doesn't scope correctly with multiple objects while it works perfectly fine with Object doesn't overlap with a backdrop
ofc that can be solved with for each loop check, but the problem is for each loop is very heavy with a lot of objects