unless i am misunderstanding you, can't you just right click on an animation, click COPY, then go to an animation you want to copy it to and right click and press PASTE?
Feature Request: Can we have a new checkbox in preferences, called something like "copy to original layer"?
I find it really hard to work with layers effectively because of the way they currently work. When you Ctrl-drag an object to create a duplicate, it automatically creates the duplicate in the current layer. This one simple thing regularly causes mayhem in my attempts to keep my frame organised. It means that if you want to keep different types of objects on different layers, you have to be constantly vigilant about what layer you're currently on whenever you duplicate an object. In 8 years of trying, I've never succeeded in being successfully vigilant for more than a few minutes at a time, so I always end up with objects on all sorts of semi-random layers. I'll give an example:
I keep my platforms on layer 1, my enemies on layer 2, and my camera guides on layer 3. This ensures that enemies are never obscured by platforms, and lets me toggle the visibility of camera guides on/off as needed. Now I'm building a level. This is what I wish would happen:
1. I drag some platforms onto the frame
2. I ctrl-drag them to create duplicate platforms around the level
3. Now I ctrl-drag some enemies onto the level
4. Then I ctrl-drag some more platforms
5. I ctrl-drag to place some camera guides around the level
6. I ctrl-drag a few more enemies.
7. My level is designed, and platforms are still on layer 1, enemies on layer 2, and camera guides on layer 3.
That was what I wish would happen, but this is what does happen:
1. I drag some platforms onto the frame
2. I ctrl-drag them to create duplicate platforms around the level
3. I'm about to do enemies, so I remember to switch to layer 2
4. Now I ctrl-drag some enemies onto the level
5. I want to do a couple more platforms, so I switch back to layer 1
6. Then I ctrl-drag some more platforms
7. I ctrl-drag to place some camera guides around the level
8. Oops-I forgot to switch to layer 3, so my new camera guides are on layer 1. I select all the new duplicates and manually drag them to layer 3
9. I remember to switch to layer 2 before I make some more enemies
10. I ctrl-drag a few more enemies.
11. My level is designed, and platforms are still on layer 1, enemies on layer 2, and camera guides on layer 3. But this required many more steps, and constant vigilance on my part.
So the feature I'm requesting is this: an [optional, disabled by default] setting in the Frame Editor section of the preferences which makes duplicated items automatically go on the same layer as their original, instead of onto the currently selected layer. This is actually how duplicating/cloning via right-click menu already works - so the new setting would only need to apply to ctrl-dragged objects.
I think this should be a toggle in Layers Toolbar, just like the lock and hide toggles.
Disregard, I should of read it better.
I thought you meant several frames
I dont't ask for images but for animations
The bug in the Android Exporter which made all the particles change their direction to right hasn't been patched.
Could you guys patch it next time, please?
I've noticed that default parameters of Effects aren't applied to objects/layers/frame if you apply the effect through an Event Action.
Could this be fixed on the next update, please?
Just discovered a few major issues related to rendering.
When a effect is applied to a layer, RGB values will change.
On DX9, RGB values gets darker, anything right above the empty background is more affected. (DX8 also, but not that important)
On DX11 (non-PM) without a Effect on a Layer, RGB values are already darker, no matter if on above the empty background or another object, if there's a shader on the layer it gets even darker, specially above the empty background.
Both DX9 and DX11 non-PM get the Alpha buffer of the layer messed up as soon as a Effect is applied to a Layer, so a object that's not fully opaque will make a hole in the Alpha buffer.
On DX11 Premultiplied, everything seems fine, none of the tests above changes the Alpha or RGB values.
These happens to any object that is on a layer, it's not an issue on Actives or Backdrops but in the rendering.
Here's a gif showing it:
And a MFA for testing, with a test shader.
I can't build with Xcode and I get an error.
I think the error is related to admob.
I will paste the error message.
I have attempted to correct the error on the first piece.
It seemed like it could have been done.
However, a subsequent build showed a second error.
I would imagine.
I suspect it has something to do with the update that admob did last November 17.
Do you have a solution?
The Issue on Layer's alpha buffer that I mentioned above, it seems like it doesn't happen on MMF2, seems like it has come either with F2.5 or one of its updates.
I have issue with mouse clicks in Fusion, it (too often) detect fake double clicks, like you click once, it do a double click action in the event/frame editor. Same with double clicks, it detect a triple click... It's really annoying and happens only in Fusion.
Also, sometimes, i can't build Exe files, because it detects a violation access (like if the exe was open even if it is closed). I need to rebuild a second time and it works. I wonder if it's only a Windows 11 issue because i've never seen this in Windows 10.
Does anybody else has those issue?
My mouse has already been replaced because of the left click that has died after many years of good services, it's a brand newone, and it is correctly working with every program, i can click as fast as i want in windwows explorer for example, and it will never do false double click. In Fusion, it does fake double clicks pretty often (i click really fast).
Yes. I have the double click problem with the latest build. Running Win10 on a laptop.
Would it be possible to add the vertical/horizontal alignment to the counter object?
Yes, i was speaking about the use of the Fusion toot itself, not about programs made with it.*
Come on guys, bring back the edit function, there is no need to let the forum in semi-read-only state as the migration to the new forum seems to be in stand by since months (years?).
The latest version of the AdMob iOS SDK is 9.4.0.
I don't think earlier versions are available for download.
Builds with SDK versions from 2 years ago have been successful.
Does HELP mean this screen?
I thought the HELP content had not changed since then.
Am I missing something?
The person is a cf2.5 user.
The person tried the build.
As a result, he said that if the version of admob was 8.12, he could build, but
9.4.0 could not be built.
Is the build process different between these two versions?
Are they the same?
Can you check what version is written in your CRunAdMob.m
Are you referring to this sentence on line 9?
What does "+" mean?
8.5 or later, you mean?
However, I still cannot build with 9.4.0.
I am following the HELP content.
(If I'm not mistaken!)
Is the build still successful with 9.4.0 there?
Ok, I will check what new changes have Google introduced to AdMob for iOS, meanwhile you still can build using this 8.5.0
according to google, the frameworks needed are:
I have also added the following framework
And the following operations were also required
・Right-click on Custom iOS Target Properties in the Info tab of XCode's Project Properties.
・Select Add Row and add the following two rows
– GADIsAdManagerApp → Boolean → Yes
– GADApplicationIdentifier → String →ca-app-pub-XXXXXXX~XXXXXXXX (App ID)
I've got a bug for years with the "Menu Bar" in fusion and at the moment I'm using the Build 293.10 Steam Version. It was suggested by NaitorStudios to post on this thread since BugBox is Offline.
The actual thing is that the "Menu Bar" behavior with the "Alt" button is weird. Even if you keep the "Menu Bar" enable or disables or even if you change menus in it or keep it the defaults option the bug happen.
The bug itself is that the Application is "Pausing" or "Slowing" depending on the option of "Run while minimized" and "Run while resizing" is toggle or not when you press the TAB button.
To make the bug happen, change the application window with ALT-TAB for example then come back to the game and just press ALT. The application will pause. You absolutely need to defocus the application and refocus it.
(You don't need any Fullscreen mode or anything)
If you use the option "Run while minimized" and "Run while resizing" in the game properties the game won't "Pause" but the game will be laggy with about 30 FPS visually and practically it output that the framerate is actually about 30-40FPS
I tried a lot of thing to make a workaround it with extension and such but I didn't find any solution yet. A workaround might do for now but it seems that many Fusion game suffer from this and some developers might not even know. (At the moment there is no such way to completely disable the "Menu Bar" it's only possible to not show it and you cannot even remove everything inside of it because it come back if you do so. It's been for years)
Here's an MFA file with the same information in it. https://filetransfer.io/data-package/VMxWn2CX#link
(There is also the attachment here : Attachment 31395. If the link is not working at the moment that you wanna download the example, message me for the MFA)
Side notes : I've tried other Fusion game like Inexistance and it seems to do the same bug, Then I tried FNaF 3 and it didn't. :o
I wonder if a feature could be added for a string object that disables that Anti analysing. I'd like to use some Retro pixel fonts in the project but on different sizes, they are all blurred. Simply Turn the AA ON/OFF checkbox. You are forced to create a custom blitter or to use an extension.
Fonts are vector-based, so I don't know if what you want is possible. Even if a font is in a retro block style, the moment you scale it to where a line doesn't perfectly align with the monitor's pixels (more likely to happen than not) , the OS has no choice but to try and display that line 'between' pixels (ie. Anti alias it). I guess you could get hard edges if it used a 'nearest neighbour' interpolation to render the font, but that would likely mess up the the intended aesthetic of the font (eg. by displaying the left line in an H as 2 pixels wide, and the right line as 1 pixel wide). So it wouldn't be antialiased, but it wouldn't quite look like the font was intended either.
Hello, could I get an urgent bug fix please?
When I export my game to Android in the newest release 293.10 all the particles change their direction to right even though their direction is something else in game editor.
This bug has been present for more than half a year now and I can't finish my game when it exists.
Thanks in advance!
I notice that the action "Add to the backdrop" won't care about active object scale and rotation. It will simply paste original image but it's not very usefull to ignore theses properties. Do you plan to fix this ?
I join a simple sample that show the issue.
Thank you !