Hi everyone!
I've got some questions.
1. Whether the sub-application work in fullscreen mode? if so, then how to do it?
2. and how to make the video object to be played in fullscreen I mean it plays the sound but no picture
Thanks
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Hi everyone!
I've got some questions.
1. Whether the sub-application work in fullscreen mode? if so, then how to do it?
2. and how to make the video object to be played in fullscreen I mean it plays the sound but no picture
Thanks
Hi Antony, did you find a solution for question 1?
I have using subapp as pause menu, and it works great in window mode, but is not working at all in fullscreen mode.
I have seen that there is some kind of conflict between HWA and subapps, but could be great for me if there is a way to make it works.
I have one game that uses sub-apps and works perfectly on fullscreen mode (using window object). You will just have to resize your sub-application because it doesn't get scaled like your main game does.
Using window object? but it is to resize the subapp, it isn't?
My problem is that the subapp doesn't work, when I active the event nothing happens, but in window mode it works fine. Why?
I think my only way at this moment is to make a custom pause menu stopping every animation in game and deactivating groups.
That's strange, try changing the position of your sub-app, it could happen that it appears but outside the screen and it may get destroyed? So try that first.
Yeah I've tried that, but it is not.
I'm almost sure that the problem is with the built-in MMF fullscreen mode. If I use the Ultimate Fullscreen object everything is fine (well, not resizing subapp but it works)
The problem is that I have a lot of framerate drops with the Ultimate Fullscreen mode, but with the built-in fullscreen (which changes the screen resolution) the framerate is at 60 fps without problem.
Anyway with a custom menu, although is more work, I solve the resizing and position problems with subapps, and I don't have to use two extra objects (Sub-app and Window Control)
So for the moment it seems to be the best solution.
Thanks Oruga
>> My problem is that the subapp doesn't work, when I active the event nothing happens, but in window mode it works fine. Why?
In full screen Direct3D mode you have to select the "Display as sprite" option in the properties of the sub-app, because the objects that have their own child window like buttons, edit boxes, etc (or sub-apps without this option) can't be displayed in this mode.
Ok, now the sub-application appears on screen, but it doesn't pause the main application, and the events in the subapp doesn't work. So, it's just some graphics on screen, it isn't?
What is the difference from creating or making the actives visible in the main app?
Ok, I was wrong, the subapp was working, but it was working at the same time that the main application, and there was a conflict with the controls.
So, I've found a solution. I have done a main frame with two subapps: one for the gameplay and another for the menu.
At the start of the frame I destroy the menu. When pulse the pause button pause sub-app "Gameplay" and create the "Menu" subapp. Unpause the game > destroy "Menu" and resume "Gameplay". Well.. something like that.
It works in HWA fullscreen and window modes, pause the game without extra code and resizes the sub-apps with the main application correctly.
Is this the best way to do that?
And another question:
What is the difference between run the subapp from another application or from another frame (I mean, in terms of advantages / disadvantages)
Sorry to post in an old thread but is there any chance of this being fixed at some point? I was intending to use the SubApp object to call my inventory on any given frame, but it only seems to work either in windowed mode (not full-screen). If I use it in full-screen then mouse clicks don't register. It seems to work in full-screen in standard mode but then I can't use any effects/shaders/ect in my game... Please Clickteam, can you update the object to work properly or is there nothing you can do to rectify it?
I've got my subapps using these settings and they go to full screen mode, but I don't use the mouse here so I can't say how well that works. This is using D3d.
Attachment 18206
Thanks for the reply piscesdreams, but unfortunately those settings don't seem to work for me at all, without "display as sprite" ticked the subapp simply doesn't appear at all in fullscreen, and mouse clicks still don't seem to register, I guess I'll just have to build my inventory on every single frame and use the layer object to show/hide the inventory layer, but it's really not ideal as there are a lot of frames in my game. I have to say I'm getting a little disheartened with Fusion, I keep running into objects or behaviors which are half broken, and some of these problems like buggy path movement between nodes have been broken for years with no one seemingly trying to fix them. Oh well, back to the drawing board I guess...
Gradius,
For what you're reporting/suggesting here, it doesn't belong in the forum. It belongs in the BugBox where the developers can see your report and directly confer with you on it.
Gradius, please post a bug report in the bug box and attach an example, I tried a simple example with a "display as sprite" subapp in full screen mode and the "click on object" condition works fine, so we need an example to see what you are doing.
Hey guys sorry for the late reply, I've posted a bug report, thanks for your help!