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Thread: Build 293.9 - Beta version

  1. #451
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    CapitaineCaverne's Avatar
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    Bonjour merci pour les mis a jour une petit question Yves je toi relance après avoir mis a jour la version fusion 293.8 beta l objets Google Play Games build 293.7 depuis Clickstore ?

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    Clickteam Clickteam

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    Quote Originally Posted by CapitaineCaverne View Post
    Bonjour merci pour les mis a jour une petit question Yves je toi relance après avoir mis a jour la version fusion 293.8 beta l objets Google Play Games build 293.7 depuis Clickstore ?
    Oui si tu utilises ces objets il faut installer la dernière version qui est sur Clickstore (GPGObjects_V200f_AndroidX_ForBuild293.7orAbove_21 1022.exe) car l'ancienne version ne fonctionne plus à partir du build 293.7.

  3. #453
    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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    Update 293.8 fixed the layers position bug. Great job @yves et @Fernando.

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    defisym's Avatar
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    @Yves

    Thanks for the greate update. But unfortunately there still has some annoying issues:

    - Windows runtime: in DirectX11 mode space characters are no longer ignored at the beginning of a string.
    Actually this issus is not completely fixed, if you use NewLine$ to append a string (e.g. " "+"Text"+NewLine$+" "+"Text2"+), then the spaces in the beginning of the next line (in this case is "Text2") is still ignored:



    Please check the thread below↓

    https://community.clickteam.com/threads/108496-Bug-Some-character-in-the-beginning-of-the-string-will-be-ignored-under-DX11?p=768750&viewfull=1#post768750

    ====================

    I'm also encountering some issues when using callRunTimeFunction(rdPtr, RFUNCTION_GENERATEEVENT, X, 0) in expression routine, application will crash in some cases (e.g. child event or nest expression)

    https://community.clickteam.com/threads/108993-Application-crashed-in-some-cases-when-calling-an-event-via-expression

    I don't know if I could use RFUNCTION_GENERATEEVENT this way...but it actucally partially work.

  5. #455
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    defisym's Avatar
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    If "Destroy Object if too far from frame" is checked (sadly it's checked by default when insert a new active object), load animation action will have no effect

    LANM.zip

    Event:


    Prop:



    Result:


    Additionally, there is a confusion explaination, while you can set more than 16 animations:



    Also, it would be handy to allow fusion to import .anm files in edit time, which means we don't need to copy&paste animations to a new object with complete different alterable values or behaviours (e.g. enemy in battle and NPC in shop interface that shares the same "soldier" animation)

  6. #456
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    Volnaiskra's Avatar
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    I've noticed that a looped animation in the graphics editor will play faster if you wiggle your mouse cursor around. Maybe this was always the case, though I haven't noticed it before.

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    Clickteam Clickteam

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    Quote Originally Posted by defisym View Post
    If "Destroy Object if too far from frame" is checked (sadly it's checked by default when insert a new active object), load animation action will have no effect
    I can't reproduce this with the build 293.8, were you using this build or the build 293.7?

    Additionally, there is a confusion explaination, while you can set more than 16 animations:
    Thanks, probably there was a limitation in old times, I'll change it.

    Also, it would be handy to allow fusion to import .anm files in edit time
    Complicated to do with the current ANM files as their images are formatted for the runtime, not for the editor, so we would need to add an option to save specific ANM files for the editor. I'll add this to the wish list.

  8. #458
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    Quote Originally Posted by defisym View Post

    Actually this issus is not completely fixed, if you use NewLine$ to append a string (e.g. " "+"Text"+NewLine$+" "+"Text2"+), then the spaces in the beginning of the next line (in this case is "Text2") is still ignored
    I'll check it for a future update. A little boring to do as it's deep inside external code.

    I don't know if I could use RFUNCTION_GENERATEEVENT this way...but it actucally partially work.
    I'll check if this crash can be fixed or if calling GENERATE_EVENT from an expression is impossible for some reason.

  9. #459
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    Quote Originally Posted by defisym View Post

    I'm also encountering some issues when using callRunTimeFunction(rdPtr, RFUNCTION_GENERATEEVENT, X, 0) in expression routine, application will crash in some cases (e.g. child event or nest expression)

    https://community.clickteam.com/threads/108993-Application-crashed-in-some-cases-when-calling-an-event-via-expression

    I don't know if I could use RFUNCTION_GENERATEEVENT this way...but it actucally partially work.
    I've posted the fix in the other thread (and will include this fix in the next update of the runtime).

  10. #460
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    defisym's Avatar
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    I can't reproduce this with the build 293.8, were you using this build or the build 293.7?
    I'm now using the steam beta version, R293.8. After a bit research I managed to reproduce it:
    1. create a new "Test" mfa, insert an active to frame.
    2. drag an active ("char-1001") from another "Data" mfa(with different props, e.g. DX9 vs DX11)
    3. export animation from the object dragged in ("char-1001"), and load it by the first active, then the issue can be reproduced
    4. close and reopen the "Test" mfa can fix this issue. That might because some snyc issue when dragging objects between mfas

    please check the video below
    https://cdn.discordapp.com/attachmen...61512/LAMN.mp4

    I'll check it for a future update. A little boring to do as it's deep inside external code.
    Many thanks in advance.

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