@pradeep If you say so... Then it's most likely that Load animation frame in runtimes other than Windows.
Have you ever tried to load an actual file? Non binary data
But DataStorageDirectory$("Android") has nothing to do with it, it's actually a folder all Android apps have where it can store actual files, for example, INI object saves it to there.
Binary Data can't be modified, so if INI can read and write to this, it's clear that it isn't Binary Data.
Hey, I find it very useful if there was an action that can view / hide collision shapes of physical objects on runtime, even better rendering collisions masks for the whole physical map
Something like this:
It can be useful when debugging and getting an overview of how shapes are actually looking like in the physical map
UI Tweak Request
Going to a bookmark in the Event List Editor puts the top of the bookmarked event near the centre of the screen, which obscures actions in large events (left pic). It would be good if it could try and fit the event on-screen (right pic), or at least place the event nearer the top.
I think it would be helpful if clickteam would kindly share the algorithm for how fusion sets the points for collision shapes
Any chance we could get the Box2D world overlay? To see what the objects are actually reacting to? I had a bug I had been hunting for weeks and apparently it was reacting to an invisible object on another layer. These types of things would be easier to find if we could actually the see collision mask.
Also relaying on an automatic algorithm for the placement of polygon points is not ideal, it's very imprecise...
It would be nice to be able to set the points manually, via properties or even on runtime (like how the old Box2D object did)
Or even if we were able to return the 8 points you could simply draw the polygon with surface object
Talking about Physics Collision Shapes, I've made a small mfa that can scan the collision shape out of a physics object.
It's really slow since it can only work with collide and relies on high framerate, but it might help understanding it and debugging some of the weirdness out.
Some shapes can be quite odd, but I guess there's not much they could do, it can only have 8 points, and shapes are offset by the hotspot, hence why you have to use that C button on sprite editor to center it properly for Physics objects.
Been having this weird issue where I can't build to Android with API 31, I've uninstalled API 30 but I still need to select API 30 on Fusion and it successfully builds even tho I only have API 31 installed (???)
Physic Object (Static movement), if I config it to stop at a specific distance Y, it doesn't.
Would it be possible to implement this function? It would be very useful for isometric perspective projects.
might have found a physics collision mask bug:
When using "Shape of first image" as collision shape,
If the "fixed angle" checkbox is checked for the physics ball movement, it will cause the collision mask to rotate in the direction of the movement.
So even if the sprite graphics itself does not rotate, the collision mask does causing a missmatch between the graphic and the collision.
I have had this problem for a very long time where objects would collide with my sprite far outside where the actual graphic ends and I could never figure out why, this was the reason.
I think it's a bug since the fixed angle description just says "object will not be able to rotate" and yet the collision mask does exactly that.
Feature request: Copy multiple events in Event List Editor (This would be a real time-saver, cause the order is mostly important)
@StingRay you can copy multiple events, so I think you mean multiple conditions or actions... Which would be useful, yeah.
Yeah, i meant actions. i often have about 40 actions, where i just need to copy about 10 of them, but keep the order of the actions.
so if i can multiselect actions and copy/paste them, this would be a big timesaver!
sorry for my stupid question but somebody could explain me how to downoad the last beta version please? when i go to "passeport community" there is only 293.1 version in "download" and nothing in "beta" , when i put my registration code , it's writing in red "invalid code"
Go to Support Forums / Product Owner's Lounge / Fusion 2.5, it's in the Download Links thread.
Sorry for not pusing all betas top the passport, it's a bit boring to do and I always forget (though I just checked and I don't see anything there, I was pretty sure I added a recent beta version, it's a bit weird - but maybe it's me).
Update: the build 293.10 is now available, still as beta version for the next couple of days but hopefully this is the next official version.
Love it! Thank you all for your hard work on the engine, we have an amazing community.
That's not 'a bit' ! Current update reduces about 60% loading time (2.5X faster) on my PC, make it much more fluent to debug under DX11.Quote:
Running DirectX 11 applications with lot of fonts (or big fonts) from the editor should be a bit faster in this version.
Thank you for your hard work.
@Yves Sorry for the mention, just wanted to note that the latest beta hasn't been pushed to steam yet
Side note: the change log on steam discussions hasn't been updated since 293.8, not really important, but just wanted to point it out
@Linky I've received the update on Steam on the same day it was announced...
Weird, just now it pushed the update for me...
Btw I have it set on beta ofc and even high priority
Most be a steam's / network fault
Anyways sorry for the false warning and thanks for the new update!
Why does the object shrink when you choose to stretch the screen in version 293.10? Is this a bug? I still made a mistake, but version 293.9 is normal...Attachment 30838
I've done it myself, 3000=>900 OK
There is zero change in the Windows runtime in the build 293.10, or in the build routines (except for building DX11 fonts) compared to 293.9.Quote:
version 293.9 is normal...
Could it be a Windows screen scaling issue? IIRC this may happen after you run certain DX9 full screen apps with older builds of Fusion, for some reason Windows sets a registry key that says the CF 2.5 editor runtime supports. Check if there is a value for edrt.exe in HKEY_CURRENT_USER\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers. If so, delete it and retry.
Explanation: in the latest builds when edrt.exe starts it checks if this value exists and if not, it deletes it when it quits. If you've installed an older version of Fusion (not sure how old...) and have run a DX9 full screen app with this version, then the key has probably been created, so edrt.exe won't touch it and Winodws will ignore the screen scaling settings when you now run an application.
OK, I will give it a try.
Attachment 30842 It looks like stdrt.exe instead of edrt.exe. Do you want to delete it, too?
This one if from a stand-alone application built with the "compress the runtime" option with the build 292 or below, you can remove it but that won't change anything for your issue.
It seems that ActiveSystemBox Object does ignore "Replace end by "..." if too long" for Multi-Line in Windows/iOS/Android.
It works in ASB Preview (Setup Active Box object). Would be awesome if this feature would work as expected, thanks!
search object by name in debugger
Hi Yves, i am stuck to version 293.1, cant update anymore from Passport! i need versions 293.2+ to update my games!
@trigonom Forum -> Support Forums -> Product Owner's Lounge -> Owner's Lounge: Fusion 2.5 -> Download links
Standalone updates are always there.
the newest version is only 293.1!
@NaitorStudios I just finded, thank you
Update: build 293.10 is now an official version (no need to re-download it if you've installed the beta version already, no change).
Cool! nice new competitions btw, especially The Matric one X)
Just updated and everything seems to be working great so far except for one small thing. There is a small issue with the 'Save / Load Frame Position' actions. If I save the frame position, increase the width and / or height of the frame, and then load the frame position, the frame will not (on the first attempt) be reset to the dimensions that it had at the time that I saved the frame position. In order to make it load the correct frame dimensions, the 'load frame position' action needs to be run twice. The first time it loads it seems to load everything except the frame dimensions, and the second time it loads everything including the dimensions.
So for example if I start with a frame that is 3000 width and 2000 height, save the position, increase the frame dimensions to 4000 width and 4000 height, and then load the frame position, the dimensions will still both be 4000 and not get loaded back to 3000x2000. Upon loading the frame position a second time, it works correctly and resets the dimensions to 3000x2000.
Regardless of that, excellent update(s)! I've been holding off on updating since 292.26 so there's quite a lot of nice new things to try out now.:)