I don't know why the image I attached before doesn't show up anymore but here it is again...
Zoom value selector.jpg
So once you get it how you like it, and error-free, export the settings. Then the next time the problem happens, just import those same settings.
the thing that would be really cool would be a small drop-down menu in the toolbar in which there would be all the groups created, by clicking on a group we would go directly to the first line of this group in the editor window
Two things that caught my attention...
It seems like when you set an animation with an expression, close it and open it again, it shows "Result should be between 1 and 16" instead of "Result should be greater or equal than 0" which is a weird glitch...
And when switching animations to inexistent animations, the expression to get the current animation value returns the number of the inexistent animation instead of the max animation number...
This is odd and should work a bit more like the animation frame expression do: It returns the max amount of animations frames if it tries to get a inexistent animation frame.
It seems like OR (Filtered) will not work properly if there's a pressing condition above the conditions that will scope an object.
Looks like it just ignores the secondary conditions if "Upon pressing" is right bellow the OR (filtered), although it works if the Upon Pressing is a parent and the conditions and OR (filtered) are in a child event.
A person from ClickConverse pointed this out, here's the example:
I wish we had
- an ability to create custom hitbox directly in object editor on each frame, which can be different than sprite's shape
- an ability to have more origin(action) points beside hot spot, action point
tho we don't, so some things are a bit more compliated (time-consuming) to do each time. For example, we need to pair objects with hitbox, everytime we don't want to have it based on sprite collision.
I think it it's not doable with current Fusion build, but still hope we can see this in the future either with an update or in F3.
you can get around this using multiple objects together, and using just 1 of them visibly.
Found a bug related to importing images as the application icon:
It can't import spritesheet, it simply replaces the first icon only.
BUT, when you try importing as animation (numbered images) it will import, but it will make all icons frames the same size (256x256), meaning it will break the icons since you can't crop it to the proper size...
After doing this the icons are completely broken, they won't show up anywhere, showing a blank icon instead and can't be replaced without moving all frames and events to an entirely new application.
I've seen a person do this a while ago and I didn't understood what was happening, now I see how this can happen, this is a major problem for people that exports their icons and load it back in other applications.