Yes, but no, it's kind of buggy saddly.Quote:
This feature already exists, even without the new Load Animation system. You can add graphics to an active at runtime with the Animation>Load Frame action, and you can replace sprites with new ones as often as you like, while the game is running. You have to do it one animation frame at a time (full animations can be done with a fastloop of course), so the new Load Animation feature probably makes the process a lot simpler. But the basic functionality is already there, and has been for years..
If you change graphics sprite on a event, it will change for all clone you've made (or you will made), so it's just not possible to use it for kind of Level Editor where player can add hundred of characters. Even if you use For Each it will not works, I already talked with Yves about this years ago.
That's insane, I'll be able to continue working on my Fusion Engine I started years ago, I'm so happy!Quote:
The new feature is made exactly for this, runtime loading
Thank you so much for this update.
I was exited to finally upload my game in the developer console, but I got an error :
Erreur : File 'BundleConfig.pb' was not found.
Do you have any idea why I got this error and how to fix it ?
Ah, I see. I use the load frame feature a lot, but have never needed it on multiple instances, so I haven't come across that limitation. It's great that you can do it now.
found some bugs with the new load animation functions, anyone else get these?
The selection issue is a tricky one, I remember I already took a look and it was not easy to fix so I postponed it and forgot. I'll try again, but after the current build is officially released.
Build 293.8 is now available (on Steam too).