There is one old bug and it is annoying. Strings are not destroying, just become invisible. I attached the source in which it is visible (when you open the application, you can see in the debugger that there are 4 objects on the frame, although they must all be destroyed) Strings bug.mfa
Ducky Pocket. Though eventually I realised that not being able to see which key did what greatly hampered my productivity, because if I used more than a few macros, it burdened my working memory too much remembering where they were. I've since upgraded to a Stream Deck, which lets me label each macro button with a color icon.
Stream Deck is like the Rolls Royce of macros - in functionality but also unfortunately in price. But they're worth every cent. I have 3 of them now, and I love them only slightly less than I love my children . They change profiles automatically depending on what program is active. Here they are in Photoshop:
A very promising software alternative is Makross, made in Fusion by grimmy. Though it still needs some work IMO - at least it did last time I played with it.
Update: the build 292.19 is available as pre-release version in the Product Owner's Lounge forum. Not yet on Steam.
Now also on Steam.
I'm picking up a very erratic frame rate with this build - I don't know where / how to start proving it. But it sits at 60 - drops to 55 - every now and again it will drop to 36 ... and even lower - when nothing's really happening - in fact I was just watching the game - not even playing it. The only thing would be frame changes - but the drop doesn't necessarily coincide with those.
It's a small game - 58 objects - 81mb - 84mb
(And I still have an issue that sometimes a frame run doesn't pick up what I just changed - close it - do nothing - run it again - it picks it up. I don't know how to prove that one either.)
Edit: Something seems to be refreshing in Fusion that causes the massive drop - it looks like it's refreshing the display of the whole of Fusion at that point.
Do you mean compared with the build 292.18? There is no change in the runtime, except in the Send Text to Debugger Output and Clear Debugger Output actions.I'm picking up a very erratic frame rate with this build
BTW, you are talking about Run from Fusion, correct?
Yes, run from Fusion.
On about 50 seconds it will go haywire - then recover within a second or two - then after 1 minute 50 seconds same thing ...
I don't recall seeing this in the past - but I just noticed it now because I was specifically watching for something and it caught my eye.
(Same behaviour - different frames - one of them really has nothing going on - nothing at all in the frame that could cause that.)