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Thread: Build 290.1 - Beta version

  1. #31
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleInstall Creator ProPatch Maker
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    Crian's Avatar
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    Please can you check also the "LOAD ON CALL" option, because it seems that at the beginning of the level, the objects are loaded on memory even if the option is checked.

  2. #32
    Clicker Fusion 2.5 Developer

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    Quote Originally Posted by Crian View Post
    Please can you check also the "LOAD ON CALL" option, because it seems that at the beginning of the level, the objects are loaded on memory even if the option is checked.
    yh, ive also just noticed an extra 1-2 seconds of loading between storyboard frame changes that wasnt in the last build

  3. #33
    Clickteam Clickteam

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    No change in "Load on call" at all, I tested it and it apparently works fine. There are some old bug reports about this feature in some cases in the bug box, but nothing has changed in this build.

  4. #34
    Clickteam Clickteam

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    Quote Originally Posted by SHINBAXTER View Post
    yh, ive also just noticed an extra 1-2 seconds of loading between storyboard frame changes that wasnt in the last build
    You'll need to post a bug report with an example and the loading times you get with both build 289 and 290, and on which platforms.

  5. #35
    Clicker Fusion 2.5 Developer

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    Quote Originally Posted by Yves View Post
    You'll need to post a bug report with an example and the loading times you get with both build 289 and 290, and on which platforms.
    sorry yves just posted a bug report without an example at the exact same time as u lol

    i'll try & isolate wat it is & update the bug report with an example

  6. #36
    Clicker Fusion 2.5 Developer

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    oh & did u see my addition to the replace color issue?

    http://bugbox.clickteam.com/issues/3633

  7. #37
    Clickteam Clickteam

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    Yes I was answering at the exact same time. .

  8. #38
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export ModuleMac Export Module
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    Hi,


    The Bug tracker that I posted 2 months ago, has not been resolved

    Le Bug traker que j'ai posté il y' a 2 mois,n'a pas été résolu..

    http://bugbox.clickteam.com/issues/4429

  9. #39
    Clicker Multimedia Fusion 2SWF Export Module

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    just confirming I've run my complicated project on it and no compatibility issues detected, great work as always yves

  10. #40
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleInstall Creator ProPatch Maker
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    Crian's Avatar
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    Quote Originally Posted by Yves View Post
    No change in "Load on call" at all, I tested it and it apparently works fine. There are some old bug reports about this feature in some cases in the bug box, but nothing has changed in this build.
    I have just reported the issue in the BUG thread:
    http://bugbox.clickteam.com/issues/4508
    Here's the example I created:
    http://barbarianfans.altervista.org/...mory_Issue.mfa
    Don't run the Application RUN the single frame and check the memory usage.
    Especially If you work with HD graphic this issue is pretty evident.
    If you NOT create the object at start (even if they are presents on the screen) and the load on call option is checked, the engine should not load the objects in the memory.
    Practically the two frame in the example should give the same result: 45mb.

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