Hello, in the next update, can you create a function thanks to which you can see in which frames a particular audio sample is playing, if it's not difficult?
Hi, is it possible to add the "reverse active points" option for active object? When I rotate sprites with the FlipX Shader, the hotspots are not positioned correctly on the other side. Or just add normal option to programmatically rotate/flip for animations. Thanks.
Could it please be added on the next update a option to accept loading a incompatible .mfs (save frame position), removing the warning if checked.
I know this was probably added to avoid loading a incompatible file and getting a crash, but seems like incompatible mfs may work without a problem sometimes but the warning appears and it quickly restore the previous state.
Just add on the description of the toggle that it may cause a crash on the app if the app was heavily modified.
Honestly I think that warning shouldn't be there, since we already can set a version number, so the version number could be used alternatively to prevent loading a file that the dev is sure that will cause a problem.
For example, the game relies on mfs to save states, the dev makes a update and test loading the previous mfs, it works without any problem, so it's safe.
If for some reason a update makes these incompatible on the testing, the dev just increment the version number to avoid loading mfs from the previous update.
Seems like a pretty simple change, you just have to add a toggle that bypass the warning and give the usual routine of loading a mfs file.
Sad to hear about Save Frame feature, I guess it it was a bit more flexible it would help a lot.
Tyrexchip suggestions are also interesting, specially the ones for shaders, some of which I have suggested before.
Anyway, I know I've asked for DeltaTime expression before, but I have something to add that might make it more relevant.
As we all (or some of us, really) know, built-in movements and animations use the Movement Timer value.
Movement Timer is a almost hidden option that is actually super useful, but we can't read or set Movement Timer during runtime for some reason.
A while ago Upp made a extension that read and sets Movement Timer for me, and it worked surprisingly well.
But, it can only be done for Windows with the current SDK, and I feel like this could be even more useful...
So what if we had this action:
- Set Movement Timer
So what if we had these new expressions:
- Get Movement Timer
- Get DeltaTime
DeltaTime value being this equation:
(timer - previous frame timer) / (1000.0 / Movement Timer value)
It might be more precise and efficient than programming it through events, and of course, would be simpler as well by using Movement Timer instead of predefined values (Eg. 60).
But another thing that could be really interesting as an easy to use alternative to "Machine Independent Speed" option...
What if we had a toggle for "Run events based on Movement Timer", meaning it would be instant, easy to use, "DeltaTime".
Would be great for people that have problems when the game runs in lower FPS, meaning built-in movements would keep consistent speed but events would run in a lower pace, causing a lot of issues.
Would also save a ton of processing for apps that need to run events faster but don't need to render more frames, useful for applications.
I know that the SDK has a supposedly deltatime variable, but I have no idea what that outputs, what's the equation behind it, and if it's even hooked to Movement Timer (or anything really).
So that might be a place to start.
Oh no, just discovered that value arrays can't use floats, would this be possible to add?
Also NaitorStudios about deltatime: yes! would be very nice to have this built in to make framerate independent movements easier and more efficient!
@SirEatAlot you can use on a string array, but it will take more a bit more resources.
You would have to use Val( ) to convert it from string into a proper value.