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Thread: Build 293.10 - Release version

  1. #561
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    pradeep's Avatar
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    Quote Originally Posted by NaitorStudios View Post
    @pradeep I don't think Binary Data can be used in any runtime other than Windows, either way you're doing it wrong.
    You have added the file to binary data but then try to load from a path inside a Android device... The function to open files from binary isn't available on android.
    DataStorage is actually a folder within the phone, where apps can extract data, not the Binary Data path.
    But Active Picture load image (png) frame from binary data.

  2. #562
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    @pradeep If you say so... Then it's most likely that Load animation frame in runtimes other than Windows.
    Have you ever tried to load an actual file? Non binary data

    But DataStorageDirectory$("Android") has nothing to do with it, it's actually a folder all Android apps have where it can store actual files, for example, INI object saves it to there.
    Binary Data can't be modified, so if INI can read and write to this, it's clear that it isn't Binary Data.

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    Lightbulb Rendering collision shapes of Box2D physics

    Hey, I find it very useful if there was an action that can view / hide collision shapes of physical objects on runtime, even better rendering collisions masks for the whole physical map
    Something like this:
    collision shapes.jpg

    It can be useful when debugging and getting an overview of how shapes are actually looking like in the physical map

  4. #564
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    UI Tweak Request

    Going to a bookmark in the Event List Editor puts the top of the bookmarked event near the centre of the screen, which obscures actions in large events (left pic). It would be good if it could try and fit the event on-screen (right pic), or at least place the event nearer the top.


  5. #565
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    Quote Originally Posted by Linky View Post
    Hey, I find it very useful if there was an action that can view / hide collision shapes of physical objects on runtime, even better rendering collisions masks for the whole physical map
    Something like this:
    collision shapes.jpg

    It can be useful when debugging and getting an overview of how shapes are actually looking like in the physical map
    I find this link useful to use as a guide when creating the shapes. Keeps a picture in my head of how box 2d works out the collisions. I realize this in not showing it at runtime but still useful. http://library.clickteam.com/manuals/movements/physical-movements/shapes-and-collisions/

  6. #566
    Clicker

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    I think it would be helpful if clickteam would kindly share the algorithm for how fusion sets the points for collision shapes

  7. #567
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    Any chance we could get the Box2D world overlay? To see what the objects are actually reacting to? I had a bug I had been hunting for weeks and apparently it was reacting to an invisible object on another layer. These types of things would be easier to find if we could actually the see collision mask.

  8. #568
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    Quote Originally Posted by fnkycoldmadeanr View Post
    I think it would be helpful if clickteam would kindly share the algorithm for how fusion sets the points for collision shapes
    Yeah I agree with this too
    Also relaying on an automatic algorithm for the placement of polygon points is not ideal, it's very imprecise...
    It would be nice to be able to set the points manually, via properties or even on runtime (like how the old Box2D object did)

  9. #569
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    Or even if we were able to return the 8 points you could simply draw the polygon with surface object

  10. #570
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    Talking about Physics Collision Shapes, I've made a small mfa that can scan the collision shape out of a physics object.
    It's really slow since it can only work with collide and relies on high framerate, but it might help understanding it and debugging some of the weirdness out.
    Some shapes can be quite odd, but I guess there's not much they could do, it can only have 8 points, and shapes are offset by the hotspot, hence why you have to use that C button on sprite editor to center it properly for Physics objects.


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