Ok, I will
Ok, I will
Did something changed on the saving routine of Android runtime? (API 30, target Android 10)
Suddenly my project can't save files on the root of External Storage ( ExternalStorageDirectory$( "Android object" ) + "/teste.png" )
Saving with List object redirects it to Download folder and creating a file with File object with a path and filename already defined opens the save dialog...
Something seems off...
This part of the new Play Sample (all parameters) action doesn't really make sense to me. Why is the default value lower than the minimum value?
Ive run into an issue, if i set all channels volume to 0 (or whatever) but then use the action "play sample" so fusion picks a free channel; fusion plays it at full volume. If i specify a channel it plays it at the right volume.
Is this by design? Its creating some issues for my right now since sounds will cut each other off if i specify channels and they play at a rapid succession.
I hadn't thought that it would relate to the file's sampling frequency (44.1khz as you suggested). I assumed that this was strictly about pitch, whereas the sampling frequency is about fidelity. But now that I think about it, of course Fusion can't know what the pitch of your sound should be since it'll vary from moment to moment. So I'm sure you're right. And I guess that if we know the sampling frequency of our file, then we can easily work out the pitch from there (if it's 44.1k then 88.2k will be an octave higher, 22.05k an octave lower, etc.)
Is testing your game using "Build and Run" on PC supposed to be essentially identical to running it by double-clicking the EXE? I always assumed so. Though I've noticed that when I Build and Run a EXE, then quit Fusion, Steam won't let me reopen Fusion because it says Fusion is already running. I have to quit my EXE first, and only then Steam will let me open Fusion. I don't know if this is an issue or not, but I thought I'd bring it up.
Always thought the same thing about build and run. Its odd that steam version is not letting you reopen Fusion like that. The standalone version lets you run multiple instances of Fusion at the same time.
Speaking of the Steam version being prickly, I've noticed recently that I can't use Fusion by double-clicking ...\Clickteam Fusion 2.5\mmf2u.exe. If I do, then it usually gives me this error when I try and run my MFAs:
Instead of running mmf2u.exe I have to launch Fusion by running steam://rungameid/248170, or from the start menu (which I normally do anyway - and which also uses steam://rungameid/248170). I feel like this is new. Maybe it isn't, but I'm almost certain I would have noticed at some stage over the past 7 years if running mmf2u.exe didn't work.
ok, maybe this is me not understanding how things are supposed to work again, but I have another comment about the new Play Sample (all parameters) action. I assumed that the value you set for the "volume" will be the sample volume, but it's the channel volume (it permanently changes the volume for all subsequent sounds played on that channel). If this is how it's supposed to be, then can the titlebar text at least be modified to Channel Volume: minimum=0, maximum=100 for clarity?
If this is how it's supposed to be, then fine, but what happens if you choose the channel 0 (first available)? Will the "volume" setting still change the channel volume? If so, then that seems like a bug/flaw to me: it'll be permanently changing the volume of effectively random channels without you easily knowing which they are. Do this a few times, and now you've got an unpredictable mess of different volumes throughout your channels. Let's say you use track 1 for dialogue. At some point, everyone stops talking, the channel becomes free, and some other sound is assigned this channel for a moment, and permanently changes its volume to 30. Now, whenever your dialogue starts again, it'll be too soft, at volume 30.
It seems to me that the moment you start to play any sample on channel "0" with an explicitly stated volume, you're effectively forcing yourself to always explicitly stipulate the volume of every sample you play on any channel from that point onwards, otherwise you run the risk of something playing at the wrong volume. Is this expected behaviour?
The new feature that lets you scroll the Event List Editor with MMB is great. But it also breaks things if you do it to a frame with few visible events (either because most events are in closed groups, or because it doesn't have many events in it in the first place). For example, create a new MFA, press MMB, and this happens:
Everytime i try to edit the about text and hit save, it is modified by a chain of numbers instead, even if i let it blank:
Could we please get a few actions to set the state of "Resize display to fill window size", "Fit inside (black bars)" and "Anti-aliasing when resizing"?
It would help a lot to make full screen apps that adapt to any aspect ratio.
But, for windowed mode, it would also be nice if it was possible for "Adjust frame size" to affect it, and if possible fullscreen mode as well.
This way toggling the options wouldn't be necessary, but would still be useful for customization purposes.
If you use Invert Selection and try copying, cutting or deleting, it will only affect the original selection, not the current one.
This means Invert Selection option is just working visually but not functionally.
1. Could we get a hint of the comment which is above the "on loop/on each/on timer" condition when mouse hover on a "start loop/start loop for-each/fire event" action? (like you hover on a function and VS give you the hint)
It will be super handy when working with a long term big project (that is to say, it's almost impossible to remember what each loop will do in this case), and user need not to double-click the action, copy the loop name, then paste it to find all, and jump to the "on loop" condition by clickting results in the find toolbar to find what the loop actually is (or which event is calling it).
2.if the first one is hard to implement, is it possible to add a "quick find all" feature? e.g. pressing ctrl and click on an condition/action, fusion will trigger a search based on this condition/action, especially for loops.
The Event Explorer forgets its state between sessions, and all groups are reclosed when you reload an MFA. I think it would be good if it remembered which groups were open/closed, the way the editors do. I don't know how easy this would be to do though. Since the Event Explorer is a 2.5+ feature, I guess you'd have to save information into the MFA in a way that was successfully ignored by 2.5 builds.
Is it possible to have tooltips on the Find All window that show the entire text of the line?
The Find All Window usually needs a lot of vertical space so you can easily scroll through many lines. But it also needs lots of horizontal space because the entries are so long (wide). I actually have about 2/3 of a whole monitor devoted to the Find All window (the other 1/3 is the workspace toolbar). Yet even so it's still rarely enough to see the entries properly. Below, for example, I can't tell which events are setting my flag to on and which to off. I think a tooltip would solve this pretty well.
You could potentially shorten some of those entries too. There's a ton of repetitive information on the left that often pushes the more specific information out of the panel:
-"Event line #1234" can be shortened to "Event #1234" or "Line #1234"
-I don't think "Frame events" is necessary, since the line already begins with "(Frame)" and the name of the frame
-I personally don't see how it's useful to see whether an action is "action #3" or "action #79". Clicking on the entry highlights the action for me, so I don't need to know what number it is.
-You could perhaps have a simple legend at the bottom and use initials or symbols for some of the terms, like F for Frame, E for Event Line, A for Action
-There are a few extra spaces that you could remove before/after various colons
When build apk : ErrorLog.$$$
This isn't a big problem, but thought I'd mention it. When opening the Create Object dialog, the search-as-you-type field remembers the previous search term, but doesn't honour it. This is different to other dialogs (eg. create object in Frame Editor) which remember the term and also honour it.
1. Create new object
2. Type search term:
3. Hit cancel
4. Create a New Object again. Search term remains but no longer filters:
Ability to move folders inside other folders in "Workspace Toolbar" would be useful for better organization
Something like this:
Hmm if I remember well, one of the main reasons we can't flip objects using negative scale is because it breaks collision, right?
If it just flip the image but keep the original collision mask, perhaps we could just have option to allow flipping, cause it wouldn't be a problem if the person was using embedded hitboxes.
But, if it breaks collision entirely, perhaps a toggle to disable collision all together that would also enable negative scale for flipping could work, so people that use a paired object as hitbox wouldn't have any issues with it.
Oh, never mind. I misunderstood, and thought you were both talking about event folders (groups) and the new event Explorer. Sorry.
I really feel like we need a option to create a blank child event, it's specially useful when you are converting a non-plus project to use child events...
I always have to create a child event with whatever condition (usualy vsync one) then delete it and replace with conditions of the event I'm converting...
It can take a lot more time doing it like this
Select any event by the number, hold ctrl+alt and press up or down, it will create a huge blank space on top of the eventsheet
As you can see in the gif, I can create an empty new child event very fast. Even if Clickteam added an option for it in the menu, this would probably still be faster. This is the process I use:
1. Right click on the event number that you want to be the parent (you must manually do this yourself)
2. Hit your hotkey to activate the macro, which should simulate the following keypresses:
This will create a new child event with the "always" condition, then immediately delete it. It works great in the Event List Editor; I'm not sure if the exact same keypress sequence would work in the Event Editor, as I don't use it.
Talking about getting a option to add a blank child event, would also be nice to have the options on the Insert menu up above, and of course these too: "Add new child event" and "Insert new parent event".
Also feel like "Edit the actions" should be on Edit menu as well...
I'm talking about these cause if these are added there we can assign a shortcut, would make it a lot quicker to do it without using the mouse.
Starting a Gradle Daemon (subsequent builds will be faster)
WARNING:: Please remove usages of `jcenter()` Maven repository from your build scripts and migrate your build to other Maven repositories.
This repository is deprecated and it will be shut down in the future.
See http://developer.android.com/r/tools...end-of-service for more information.
Currently detected usages in: root project 'AndEC9B.tmp', project ':app'
Warning: Mapping new ns http://schemas.android.com/repository/android/common/02 to old ns http://schemas.android.com/repository/android/common/01
Warning: Mapping new ns http://schemas.android.com/repositor...oid/generic/02 to old ns http://schemas.android.com/repositor...oid/generic/01
Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/02 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
Warning: Mapping new ns http://schemas.android.com/sdk/andro...repository2/02 to old ns http://schemas.android.com/sdk/andro...repository2/01
Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/02 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
> Task :app:preBuild UP-TO-DATE
> Task :app:preReleaseBuild UP-TO-DATE
> Task :app:writeReleaseApplicationId
> Task :app:analyticsRecordingRelease
> Task :app:compileReleaseRenderscript NO-SOURCE
> Task :app:generateReleaseResValues
> Task :app:generateReleaseResources
> Task :app:createReleaseCompatibleScreenManifests
> Task :app:extractDeepLinksRelease
> Task :app:processReleaseMainManifest
> Task :app:processReleaseManifest
> Task :app:processApplicationManifestReleaseForBundle
> Task :app:mergeReleaseResources
> Task :app:checkReleaseDuplicateClasses
> Task :app:compileReleaseAidl NO-SOURCE
> Task :app:generateReleaseBuildConfig
> Task :app:javaPreCompileRelease
> Task :app:checkReleaseAarMetadata
> Task :app:mergeReleaseShaders
> Task :app:compileReleaseShaders NO-SOURCE
> Task :app:generateReleaseAssets UP-TO-DATE
> Task :app:mergeReleaseAssets
> Task :app:processReleaseJavaRes NO-SOURCE
> Task :app:processReleaseManifestForPackage
> Task :app:desugarReleaseFileDependencies
> Task :app:mergeReleaseJavaResource
> Task :app:bundleReleaseResources
> Task :app:processReleaseResources
> Task :app:mergeExtDexRelease
> Task :app:compileReleaseJavaWithJavac
Note: Some input files use or override a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
Note: Some input files use unchecked or unsafe operations.
Note: Recompile with -Xlint:unchecked for details.
> Task :app:dexBuilderRelease
> Task :app:mergeReleaseJniLibFolders
> Task :app:collectReleaseDependencies
> Task :app:configureReleaseDependencies
> Task :app:parseReleaseIntegrityConfig
> Task :app:writeReleaseAppMetadata
> Task :app:validateSigningRelease
> Task :app:mergeReleaseNativeLibs
> Task :app:stripReleaseDebugSymbols
Unable to strip the following libraries, packaging them as they are: libES1Renderer.so, libES2Renderer.so, libES3Renderer.so, libRuntimeNative.so, libgdx.so.
> Task :app:extractReleaseNativeSymbolTables
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\arm64-v8a\libES1Renderer.so because unable to locate the objcopy executable for the arm64-v8a ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\arm64-v8a\libES2Renderer.so because unable to locate the objcopy executable for the arm64-v8a ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\arm64-v8a\libES3Renderer.so because unable to locate the objcopy executable for the arm64-v8a ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\arm64-v8a\libgdx.so because unable to locate the objcopy executable for the arm64-v8a ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\arm64-v8a\libRuntimeNative.so because unable to locate the objcopy executable for the arm64-v8a ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\armeabi-v7a\libES1Renderer.so because unable to locate the objcopy executable for the armeabi-v7a ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\armeabi-v7a\libES2Renderer.so because unable to locate the objcopy executable for the armeabi-v7a ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\armeabi-v7a\libES3Renderer.so because unable to locate the objcopy executable for the armeabi-v7a ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\armeabi-v7a\libgdx.so because unable to locate the objcopy executable for the armeabi-v7a ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\armeabi-v7a\libRuntimeNative.so because unable to locate the objcopy executable for the armeabi-v7a ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\x86\libES1Renderer.so because unable to locate the objcopy executable for the x86 ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\x86\libES2Renderer.so because unable to locate the objcopy executable for the x86 ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\x86\libES3Renderer.so because unable to locate the objcopy executable for the x86 ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\x86\libgdx.so because unable to locate the objcopy executable for the x86 ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\x86\libRuntimeNative.so because unable to locate the objcopy executable for the x86 ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\x86_64\libES1Renderer.so because unable to locate the objcopy executable for the x86_64 ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\x86_64\libES2Renderer.so because unable to locate the objcopy executable for the x86_64 ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\x86_64\libES3Renderer.so because unable to locate the objcopy executable for the x86_64 ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\x86_64\libgdx.so because unable to locate the objcopy executable for the x86_64 ABI.
Unable to extract native debug metadata from C:\Users\Manuel\AppData\Local\Temp\AndEC9B.tmp\app \build\intermediates\merged_native_libs\release\ou t\lib\x86_64\libRuntimeNative.so because unable to locate the objcopy executable for the x86_64 ABI.
> Task :app:mergeDexRelease
> Task :app:buildReleasePreBundle
> Task :app:packageReleaseBundle
> Task :app:signReleaseBundle FAILED
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':app:signReleaseBundle'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.FinalizeBu ndleTask$BundleToolRunnable
> Java heap space
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
* Get more help at https://help.gradle.org
BUILD FAILED in 3m 15s
36 actionable tasks: 36 executed
If I don't build the app on release mode, then it builds it with no problem.
I tried changing the org.gradle.jvmargs=-Xmx1536m, but it didn't work either, it gave the error "could not reserve enough space for object heap clickteam". Does anybody knows how to solve this?
your error is : > Java heap space
as you mention here follow the recommendation given to Pradeep increase your virtual memory inside runtimeandroid.zip in teh file gradle.properties
uncomment this line by removing teh # char near the bottom
set this to 1536,1916, 2048,4096 see what value fit your configuration, this is an issue with gradle deamon that doesn't set the right memory amount in all windows system
There's a bug in Window Control object where if you set frame width/height to a different aspect ratio with Adjust frame size ON it will just stretch the original image, while setting it to the same aspect ratio or even setting it to the monitor's resolution (even if it isn't the same aspect ratio) will work normally...
I think somehow the Keep screen ratio is affecting it even when disabled.