I've checked the OUYA object, it's outdated on my machine too, I'll check with Fernando on Monday. In the meantime please ignore this error message.
PS: are you sure you need the OUYA object? IIRC nobody uses OUYA anymore.
I've checked the OUYA object, it's outdated on my machine too, I'll check with Fernando on Monday. In the meantime please ignore this error message.
PS: are you sure you need the OUYA object? IIRC nobody uses OUYA anymore.
Apparently the Easing object doesn't tell the runtime to trigger the "immediate" condition "Collision between X and Y" for the objects it moves, I'll ask Anders if it's intended or if this should be fixed. In the meantime you can use the Is Overlapping condition, this one will work.
FontScreenshot.jpg
Screenshot showing Arial as an Open Type - Tahoma displays as an Open Type as well.
Thank you so much @Yves . Much appreciate your time answering and checking this.
Actually, I thought that I need the OUYA object in the frame in order to make the game playable on Android devices in terms of the control (my game is set to be controlled with the D-Pad). But then I realized that I don't need it as I just had to set the "Player Control" to "Input Device 1", and to make the movement conditions related to the "Player 1" object (Joystick -> Read Joystick State -> and to pick a direction or fire button as needed).
Yves' suggestion of using is overlapping is probably the simplest solution. You can combine it with only once when event loops so it only checks once per collision, which is more performant and closer to what Collision between does.
You probably know all this already, but just in case, I'll mention that there are a couple of other things you can do to get around this bug and still use Collision between. One is to use the Easing object more indirectly, by easing some values first, and then applying those values to the object's movement. That's how I do it in my game. You do this with the EaseInBetween expression:
In the case of your example, it would look something like this:
Another option is to use the Easing Widget, which gives you similar functionality to the Easing Object but without using any extensions (it does all the math with regular Fusion code that's hidden 'under the hood' in the widget's behaviours).
In fact, I solved it much easier because I don't have to check for collisions - It was just an option. Anyway, I just wanted to inform you that there is such a case and that's it.
I have a question, why in the list editor I can change the tested object by double-clicking on the object icon in the condition, but not in action? This means that when I want to replace an object, I have to rewrite the entire action or drag an icon from another action, but it is not always in sight and you need to create a new action.
Another solution could be to also use the move safely object which flags collisions.
Easing object only repositions your active object.
Created a game using the latest build.
This is from windows defender
virus bit defender.jpg
it automatically removed the game
I created a blank application and uploaded it to virustotal. (F2.5+ dev, latest version)
https://www.virustotal.com/gui/file/...5b0b/detection
13/71 detected it as malware, wow.
checks-user-input
direct-cpu-clock-access
invalid-rich-pe-linker-version
overlay
peexe
runtime-modules