Actually, it does update if you duplicate a group by copying/pasting. But not if you do it by Ctrl-dragging.
Printable View
Actually, it does update if you duplicate a group by copying/pasting. But not if you do it by Ctrl-dragging.
Although WebView object got got support for Javascript back on Windows 11, it seems like it lost it on Windows 10 and might not get back.
I've reported this a long time ago to Microsoft and they didn't even answered...
The old API seems broken on Windows 10 cause they are limiting Internet Explorer there, while in Windows 11 IE is gone, so they re-enabled it exclusively for the old API.
Improvements over years are ok. And Fusion 3 is very far away. Would it be possible to sort out multiple frames into some Folder/sub directory in 2.5 or would that be very complicated to add? F3 will have it, yet 2.5 is missing it and it can be bit troublesome in larger projects, if one decides to go with multiple frames. All the best, thanks for quick notice yves.
+1 - I agree with this too, frame organization can be problematic without group folders
The only "wayaround" now is to make dummy frames that aren't included at build time and use them as separators like this:
Attachment 30634
But it's just a workaround after all not a real method, so it would definitely be better for a real one
+1 - I agree with this too, frame organization can be problematic without group folders
The only "wayaround" now is to make dummy frames that aren't included at build time and use them as separators like this:
Attachment 30634
But it's just a workaround after all not a real method, so it would definitely be better for a real one
I would like to know if Android Microphone Object is compatible with Windows.
slightly transparency / faded layers when unselected (option in frame's preferences to change unselected layers alpha coefficient)
It's better to have a system like this as sometimes you want to view both but also have some more visual clarity on the layer you are working on
Update: the build 293.7 ( beta version) is available for the owners of the stand-alone version, it will be pushed to Steam asap.
Sorry for the delay for this version and for not releasing an intermediate release version, some unplanned fixes made it a bit complicated. So here is a new beta again. Some important new features in this version, you can now build Android AAB app bundles with expansion, which means they can be larger than 150 Mb, and a new action (Windows only for the moment) allows you to load all the animations of an object at runtime.
PS / Android: if you use Google Play Games objects in your applications, please download the latest version for the build 293.7 from Clickstore and install it, as previous versions are not compatible.
Hi @yves, thanks for this new update. Is the bug related to layer positions in Android runtime fixed ?
When active objects or texts are created off screen on a layer and the the layer is moved so these objects come in the visible part of the screen the objects doesn't apear as soon as they enter the visible area. They just suddenly appear some where in the middle of the screen.
This behavior is visible only in the android runtime.
Thanks for the new update! can't wait to try it out when it releases on steam
- I don't know if I reported this before, but just in case, there is a weird layer alpha coeff bug that happens only on D3D9/8 (doesn't happen on D3D11 though)
The bug is related to object's and layer's alpha coeff
Example:Attachment 30664
Excellent looking update, as usual! The new 'Load Animations' action sounds particularly interesting and useful.
If you don't mind Yves, I have some questions about it in regards to how it works with the maximum image limit per application that Fusion has. I remember you once mentioned that a Fusion application cannot have more than roughly 65500 unique images in it. How is this limit affected by the new 'Load Animations' action?
*If an application has already reached the maximum allowed images stored inside of it, can the Load Animations action allow it to load more images beyond the limit at runtime?
*After you load animations with the new action, do these newly loaded animation images count towards the max number of unique images per application during runtime?
*Can animation images be unloaded from the application after they have been loaded into the application with the new action, or are they permanently added to the application until the application is closed?
*Lastly, the update notes mention that the application that exports and loads the .ANM files must have matching application properties ("build type, premultiplied images option, image RAM optimization option, graphic mode, etc"). Are there any application properties that do not affect the .ANM file or is it all of them? For example, if the property 'Show Debugger' is enabled when the .ANM is exported, can the application properly load the .ANM file if the 'Show Debugger' property is subsequently disabled? Basically could we have an all-inclusive list of which properties need to be the same?
1. Yes with the new action you can have more than 65500 images (65500 max in main application and as many as you want in ANM files), as far as you don't load more than 65500 images at the same time in a frame.
2. What is important is the number of images you use in a frame, this number can't be higher than 65500.
3. The new images are automatically unloaded when either you quit the frame, or you load another animation in the object.
4. The Show Debugger property doesn't affect the images. Build Type, Graphic Mode, Premultiplied Images (if D3D11), Optimized images in RAM (2.5+ DLC) are the ones to check, I added "etc" but I don't see any other one really. On the other platforms only Build Type and Graphic Mode are important (for when the action will be implemented on those platforms).
Thanks for the info, Yves. This sounds like it will be immensely helpful. It looks like this is really going to change the way I plan out the art/animation side of development going forwards. :)
Was the fix related to moving layer causing collision to be offset on Android? (basically the collision stays in place while the objects move with the layer, was only happening on Android)
Cause I had to do a convoluted solution for a mobile game I've worked on, was hoping to not have to workaround this on my next projects...
Edit: Yes, seems like it was this specific bug, thank you a lot for fixing it! Amazing update! Loving seeing new features.
There's one odd thing tho, through my testing, on previous builds it would return the object position exactly were the touch was in any runtime other than Android, but with the fix, the object position is reported misaligned now instead of the collision.
That's not a serious problem, cause I could just calculate the position with the layer position - object position.
But just felt I should mention that although this is a lot better and shouldn't be a big problem, it's still different from other runtimes.
Here's a comparison between Windows and Android, so instead of the collision being misaligned now the position value is, but like I said above, this is far less of a problem compared to how it was before the fix since I can compensate the position value with the layer position. Compensating the collision with click/touch in other hand would be impossible. (without a convoluted workaround at least)
Attachment 30668 Attachment 30669
A small suggestion for the new "Load animations" feature tho.
I presume it will be able to load animations during runtime, I see that you can export it without 2.5+, but I can't find anything to import on non-plus, so I guess importing is a Plus feature, which I don't mind.
But would be pretty cool if people could export animations on Fusion 2.5 Free version, this would allow people making mods for games without the need to buy (or pirate) Fusion 2.5.
These users might not be game devs from start but might get more interested in making their own games, becoming possible buyers.
Oh yes it's a 2.5+ feature, the export option shouldn't be there if 2.5+ is not installed, must be a mistake.
Well exporting if you can't load doesn't make lot of sense, and allowing it just for game mods is a bit weird... Plus anm files may be hidden if you put them in embedded binary files.
Ah alright then, just thought it would be interesting, cause I have plans for a long time to make a game where people can replace the sprites with their own.
I've created a spritesheet shader for this, but of course having the built-in animation system would be easier.
Can't install :(
Attachment 30671
Attachment 30672
I'm confused. This is 293.7 Beta...so is 293.6 now production or beta still?
Anybody got the update on steam? I still didn't receive it
Bonjour,
J'utilise html5 et j'ai remarqué que les dernières mises à jour concernent exclusivement android. Va-ton avoir bientot des nouveaux ou correctifs concernant html5 ?
Merci
Sounds like a great update, as usual. Looking forward to getting it on Steam. :)
Bug: Two items in the View menu have the same letter shortcut. It's impossible to go to Toolbars with a letter, as T activates Storyboard instead.
https://bit.ly/3jwS0pZ
You might want to have a look over the other menus too. I just noticed that the File menu also has this issue (Project & Print)
About the new Load Animation system, would it be possible to use it when the game is in runtime, to allow player to "mod" or "changes" sprites?
It's an option I dreamed about since 6 years when I start making my own Level Editor. That's really something that was missing, that would be awesome if it's possible :O
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..
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 ?
Thank you!
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?
Attachment 30680
also these previous bugs where not fixed in this build, are anyone else also getting these?
Attachment 30682
Attachment 30683
The break issue when the other actions are removed when you build a stand-alone app should be fixed in build 293.8 (I say "should" because it's a bit complicated so maybe I forgot a case, hopefully not).
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).