If move mfa to another dir, but the binary files still at the old path (common assets for example), and apppath will return the new path, will this confuse fusion to think that don't have this file bundled in binary file?
If you move the MFA to another folder, the pathnames will become "absolute", so they will still work (as the pathname is just a key).
I mean being able to rename the binary data element, hovering it could show the URL in a tooltip.
By default it would be the URL, if you change it, it would use the name set.
So for example, instead of "C:\My App\tools\something.exe", I could rename it on Data Elements to "tools\something.exe", just "something.exe" or even "something".
@Yves would it be possible to add unicode support to ini++ 1.5? I desperately need to be able to load Japanese and Chinese into an ini. I know the original Ini can do it but i use subgroups and other features that only ini++ have. I did see there's a branch for it but it doesnt have all features (including subgroups).
+String Parser 2
Tab doesn't show on List objects (any mode) or Strings (in DX11), could this be fixed?
Tab character is important for readability.
Just found a bug on List object:
If you use Find or FindExact using a flag (start point) above than the amount of lines, it won't return -1, but the first line number instead (either 0 or 1, depending on what it's based)
+ both extension supports encryption based on bcrypt api, and based on wide char (FINI can encrypt by itself, for string splitter, you can find an excryption tool in my repo).
+ string splitter based on regular expression and count non-english characters as one instead of two.
+ FINI allows you to save & load manually, instead of handled by extension as default one. Based on an opensource ini parser, so it's in theory faster as it won't use windows api as default ini object.
Will it be possible to remove or increase the 65500 image limit in future updates? My game is a fighting game with a lot of characters, it gets worse because I have to duplicate the second side of the sprites, and I'm afraid to quickly reach the limit. I don't really like the function of loading images due to fps delay. Thanks.
Not sure, there is no easy solution.
Note: you can now load entire animations with the new Load Animations action (2.5+ DLC).
Would it be possible to add "Shape of Last image" to a physical object, and more than all, would be possible to add the possibility of a collision if it exceeds a certain height Y?
For example: If Y is greater than 100 -> Stop
This would help a lot who is working on a project with an isometric perspective like me.
@Crian there's one trick you can use to set the shape to whatever you want that isn't the first image of Stopped animation.
You can simply add the collision mask shape on Appearing animation, then when this animation is playing, just switch to the stopped animation and restore animation.
This will make it use the shape of Appearing animation instead.
From what I understand, you want your collision mask to only cover the feet area or a bit above it, so the upperpart can be in front of walls.
You can use the trick I said above to get a shape that is smaller and different from the first animation frame of Stopped animation, it works pretty well, I've tested it with a top-down example.
In the example, two balls falling in an isometric area should impact the floor at different heights. Currently, it's practically impossible to do this without adding an obstacle object, which is quite complicated in an isometric-based game.
If you could add the option to stop a physical object at a certain height Y the problem would be solved.
For example: There are 2 barrels to break, one at height Y100 and the other at height Y200.
When I break the barrels, they create 3 physical objects each (wood splinters) that fly through the air.
They will not land again at Y100 and Y200, respectively, but since the first "Obstacle Object" is at Y100, they will all stop there.
Basically one active for many enemies based on a set script or a random one.
I.E. ACTIVE A = ENEMY 1 - 20
Then you have a controller that when the Enemy spawns selects 1 - 20. Thus, you only have one active but 20 different enemies.
You'd only have to add new animation folders and link the number selected at creation to control which animation is showing.
if we could only add brief notice here for flags, string and values. I often forget later what they're for and need to read the code to figure it out (especially when I browse some older stuff), trying to add comments, but I am not registering everything.
Hoping Fusion 3 is moving forward and all is going as planned. All the best. It can be a flagship for many years to come.
I'm sorry to be the bearer of bad news. One of my testers is having trouble with McAfee. It says it contains - "GenericRXSB-YA!C232B40C257F"
This also happened with an empty shell, so I'm going to report to McAfee because the game is currently larger than 100Mb.
She is currently using this version. Attachment 31224
here is what I got
McAfee Labs - Beaverton
Current Scan Engine Version:6100.8979
Current DAT Version:10290.0000
Thank you for your submission.
Analysis ID: 11094005
File Name Findings Detection Type Extra
empty_shell.exe |current detection |genericrxsb-ya!41879122e9c7 |Trojan |no
current detection [empty_shell.exe]
The file submitted is malware that can be detected with current DAT files. It is
recommended that you update your DAT and engine files and scan your computer again.
Due to the prevalence of network gateway AV products, it is important that all
submissions be zipped and the zip file password-protected (password - infected). Some
products will reject an email that contains a virus that is not sent in this way. In
addition, often we receive a file that appears not to have been infected, to find
later that the file was infected when it left the sender, and was cleaned somewhere
along the line.
Hi, sorry for the distract, how can I directly get all backdrop of one type's (get all obstacle object's collision mask for example) collision mask of one layer in extension? Thanks in advance.
In the behavior, if the number of event lines exceeds 1800 lines, no more will be displayed.
Is this by design?
@ASD Most likely, they increased the limit on frame event editor to 65535, but might have forgot about global event editor and behaviors event editor.
Should be easy for Clickteam to change it tho.
You can also try to use the new "Unpacked EXE" option that keep DLLs and extensions out of the EXE, and/or change some build options to change the signature of your EXE.
I'm sorry. I tried today and could not reproduce it. Perhaps the object filter was turned on(clicked the object icon in the event editor).
Currently you can't directly apply effects on an Active system box, so the ability to change things like it's Alpha blending coefficient isn't possible...
Well, the weird thing that this object actually gets affected by the layer it's inside, meaning it will have the same effects as well.
Same alpha blending coefficient / RGB coefficient and ofc the main effect of the layer
That makes me think it's possible to add these for the object, unless they weren't added for a reason
But it would be very useful if adding these in a feature update won't cause many problems
Is the replace font broken in recent updates? I remember replacing font in the past and it worked.
Does the upcoming events sharing between frames function will be part of a regular update? Any approximative date? Can't wait to test it!
On the topic of fonts/text can we please have a event option to toggle Right-to-Left reading on strings?
plus option to change the alignments too.
I would like to be part of this beta :)