the function screenshot is not working for the android object, and i need to use the screenshot function for my game !
Maybe at the place Fusion should offer more options for drawing a shape on backdrop collision mask. Options for editing collision mask are limited and didn't evolved a lot since Klick & Play.
I notice that Fusion won't rotate shapes in the good order, so if you rotate an object and if you test for collision after, collisions will be tested with last rotation value, the overlapping's objects will not the goods objects.
Workaround require a two frames process but it's not alway easy to do.
I join a mfa file that to reproduce the issue.
...Sooo when are we getting actual active flipping? Is it literally impossible to add? Having to duplicate every single animation just to flip them is a waste of space that could be used for something else in your game.
And yes I know there's a shader, a shader only available for Windows runtimes which limits you to that shader only and that's it :(
I'd like to see flipping for Active Direct Show also.
Mouse-scrolling the Expression Editor's Alterable Value drop down menu is a bit laggy, which gets very noticeable when you have ~40+ altVals in use. It seems to be related to a smooth-scroll feature (you flick the wheel once, and it slowly and smoothly scrolls several lines; subsequent flicks must wait until the first scroll is finished before they are executed, and thus can pile up). Could we perhaps have an option in the preferences to disable this smooth scrolling?
+1 for the Active object flipping without the use of a shader.
This seems really basic and should in my humble opinion definitively be a feature.
Hello everyone again,
here's what I found out about this bug. I tried to remove some option in the game proprieties and when I remove the "Heading" in the Window Option the bug got away. so the "Alt" button is surely linked with the Heading. The thing is that I want the heading in my game for player to close the game easily with the "X" button. I also use Windows 11. In Windows 11 there is no "menu bar" showing whatsoever if the Menu bar option is enable or not. (I need to use the action "Show Menu bar" in the event editor to show up). If I do so and the "heading" is still not active the bug come back so the bug is about more the Menu Bar than the actual Window Header.
Then I tried some stuff out with the "Advanced Menu Object" but I didn't find anything working out to remove this bug. I tried a lot of combination and the only thing I can get is to disable the "Heading" for now until this is fixed.
I hope someone will respond to this message.
Have a nice one everyone!
I have two requests for Build 294 (Perhaps these have already been suggested by another clicker.).
1. Synchronization of the Frame Editor folder with the Event Editor folder.
2. Create folders in folder.
Are these possible?
@ASD You can already add folders inside folders, just drag them inside.
But syncing folders could be interesting, although I would prefer it as optional.
@Yves I dropped you an email about keyboard events not running, did you get it or did the zip attachment make it not go through?
Really? I don't know how to do it. I tried dragging a folder and overlapping it on other folder, but it wouldn't go in.
Hmm perhaps I'm misremembering, cause I do remember seeing folder structure on some mfas before, seems like you can only do it on event editor then.
I found a bug with the Advanced Movement extension in the event editor. on a "distance between two point" event if you double click on an specified object to change the actual object then select another object. It didn't apply the change. you need to redo the event.
well! when can I see the 294 version
Nah just kidding (I hope), it's been said on their discord that they're finishing the implementation of some things that don't work very well at the moment, so, HOPEFULLY (and it would be pretty cool!) it comes out with the next week and next month.
I have a question: is it possible to make a realtime Qualifier disable feature for object(s)?
I hope the time is finally right to add the possibility to flip an active object!
+1 for native flipping an active object without shader necessity.
Yeah hope that's coming soon, don't know how proper active flipping, of all things, is still not in by default in Fusion and for all platforms after all these years.
But hey I don't code, what do I know.
yes please add a flip fuction. it will save a bunch of game resources.
Would be cool to have a thread exclusively about Build 294 already or something like that, feels like the hype's died down a bit
You can insert/paste "Ghost Code/Actions" in the Event List Editor. If you create a Child Event, [Right Click] on the empty line titled "New Condition" and Paste while an Action is on your Clipboard (Though I'm uncertain if plain text breaks things as well), it seemingly does something and the Editor even recognizes this an an undo-able modification.
I've encounter this application breaking issues multiple times in the paste, with my only option being to delete large groups of code in order to remove this invisible code. I'm crossing my fingers that this is the main cause so that we can finally fix this and I don't have to worry about it showing up again
Never mind me - just discovered the Skin Editor!! -- only played with it for 15 minutes -- I'll be able to quickly make something pleasing to my eyes!
not sure why I can't edit or delete my post... posted in the wrong thread, excuse me!
Bug: Create is case sensitive, while Create by Name is not:
Would it be possible to get a new expression currentLoopIndex that gave you the loop index of whichever fast loop was in the current event's "on loop" condition (without having to explicitly specify the name of the fastloop)? It would make using loopindexes a little easier and more readable. It would also make reusing code between different fastloops easier. And it'd prevent bugs caused by changing a fastloop's name but forgetting to update subsequent loopindex expressions.
Speaking of loops, would it be possible to get the number of how many times a loop has run? would be useful in some cases.
whenever i try to start ctf after installing this update, it just brings me to the creating frame window and then closes after half a second. ctf loader is still present in the task manager.