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Thread: Level Editor Question/Loading Graphics From Outside Fusion

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Level Editor Question/Loading Graphics From Outside Fusion

    In the level editor examples I've seen, they are usually done as a utility to allow the game creator to more quickly put their level together. Usually using tiles put into the game.
    But what about a level editor that allows the player to put in graphics they have created.
    Anyone know how to do that exactly?

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    Clicker Fusion 2.5 DeveloperiOS Export Module
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    Quote Originally Posted by DokieMaster View Post
    In the level editor examples I've seen, they are usually done as a utility to allow the game creator to more quickly put their level together. Usually using tiles put into the game.
    But what about a level editor that allows the player to put in graphics they have created.
    Anyone know how to do that exactly?
    This is entirely possible using the Load Frame commands on an active object, or using the Surface extension.
    Either can load in external images from .png files or .jpgs to an active.

    I did something similar before in the Not a Hero level editor, that allows you to dynamically load in large tiles to the tile editor.

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
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    did anyone noticed that loading external images actually slower than internal? especially if u have tile-based game.

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    Clicker Fusion 2.5 DeveloperiOS Export Module
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    Quote Originally Posted by alexexhowl View Post
    did anyone noticed that loading external images actually slower than internal? especially if u have tile-based game.
    Sure, doing it at runtime will deffo cause problems

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    Quote Originally Posted by alexexhowl View Post
    did anyone noticed that loading external images actually slower than internal? especially if u have tile-based game.
    Sure, this is natural. Embedded images once compiled will always be much faster than external. External images called into the runtime, have to be loaded into memory and then (if using HWA: D3D8/9) have to be mapped out.
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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    @Danny You mean just the loading of them, right? Once they inhabit an Active Object (after being read from disk, loaded into memory and mapped out), do they become just like any other Active Object, or do they remain slower to draw/recall/etc.?

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    @Volnaiskra - Correct. The only difference is Fusion loading the image at Runtime, which can have the same effect as 'Load on Call' for an object.
    Want to learn Clickteam Fusion 2.5?




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