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Thread: Fusion 2.5+ DLC Official pre and post-launch Thread

  1. #51
    Clickteam Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleInstall Creator Pro
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    BartekB's Avatar
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    @casleziro Not related to the question's answer, but have you considered having invisible hitbox actives at 0,0, moving the first object in relation to the second* and checking against that instead? I started wondering of other workarounds when you have listed yours. I have not tested this yet, but in theory it should work.

    * By "Moving the first object in relation to the second" I mean:
    - Condition preparing for collision check
    -> Set Position X of (FirstObject) to X("FirstObject") - X("SecondObject")
    -> Set Position Y of (FirstObject) to Y("FirstObject") - Y("SecondObject")
    then... in another event:
    - Is "FirstObject" overlapping "Second Object's Collision Mask"
    -> Your actions
    lastly...
    - Condition after collision check
    - > Setting FirstObject's position back to original here
    This makes use of the fact that collision masks don't move, therefore, you move the first object in relation to how the collision would actually happen.

    In another similar solution, you could save the position at start of event loop, then when you want to overlap, you move the first object negative of what the second object moved with this expression:
    X("FirstObject") + OldX("SecondObject") - X("SecondObject")
    Same for Y. This solution has the advantage of not using an additional object as the collision mask.

    I do not want to derail this thread that is about 2.5+. So perhaps a new thread should be opened up if this is going to be discussed further.
    - BartekB, a.k.a Uppernate
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  2. #52
    Clicker Fusion 2.5Fusion 2.5+ DLC
    casleziro's Avatar
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    EDIT, I was wrong, tested this and made a thread about it @BartekB https://community.clickteam.com/threads/105132-Possible-solution-to-overlap-delay-(courtesy-of-BartekB)?goto=newpost

    thanks for the help!

  3. #53
    Clicker

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    Hi there. the 2.5+ beta test has not started yet?

  4. #54
    Clicker

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    Jonathan's Avatar
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    It should be today

  5. #55
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    Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleMac Export ModuleInstall Creator Pro
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    I am ready for massive testing..

  6. #56
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleUniversal Windows Platform Export Module

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    So, does 2.5+ have an impact on all runtimes?

  7. #57
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    In a effort to make sure initial testing goes off without to many hitches, we wanted to make sure all known issues are quashed. The programming team has decided to push back to Tuesday for the initial beta group.


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  8. #58
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    Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleMac Export ModuleInstall Creator Pro
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    ok.. waiting till tuesday

  9. #59
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleInstall Creator ProPatch Maker
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    Quote Originally Posted by Julian82 View Post
    My dude, I hope to see a shader shop of yours in the future
    +1
    Moreover please add the possibility to flip a sprite (Active Object) through a negative scale value.

  10. #60
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleMac Export Module
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    I need this upgrade like I need coffee in the morning.

    Very very much.

    Is it possible we'll get control over VSync back buffers in the event editor? This is something I'd love to let users control from my options menu, as opposed to just VSync on/off.

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