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Thread: Build 294.14 - Release version

  1. #61
    Clicker

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    you just put you whole game in a group; and deactivate it from outside that group; you must also; place when deactivating, stop/ pause movements, animations & sounds - and resuming/ starting them when reactivating.
    you dont have to track anything, unless its specific to what you're doing.

  2. #62
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    Lightbulb Add "No display surface" option to Standard, or at least Standard+

    I wanted to use the No display surface property in my Fusion app, but I couldn't because it was a Developer only feature.
    The reason I want this in Standard (or Standard+ at least) is because I'm working on a game with Firefly, but if I try to record Game Capture with OBS, it will only get the main window instead of Firefly's window. I figured that turning on No display surface would fix that.

    Here's an attachment demonstrating what I mean:

    display issue.jpg

  3. #63
    Clicker

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    there's a reason dev is more.

  4. #64
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    Quote Originally Posted by Volnaiskra View Post
    If anyone's interested, another workaround is to place the on loop events inside a group, then add a deactivate group action. This will effectively stop the fastloop at the current event, ignoring subsequent events. Of course, you need to remember to reactivate the group the next time you run the fastloop.
    Or use DarkScript. Interrupting loops can be done either way; stopping so current iteration's events still run, or stopping so it doesn't

    @Yves I sent you an email on 9th November about runtime issues, did you receive it?

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    Quote Originally Posted by danjo View Post
    you just put you whole game in a group; and deactivate it from outside that group; you must also; place when deactivating, stop/ pause movements, animations & sounds - and resuming/ starting them when reactivating.
    you dont have to track anything, unless its specific to what you're doing.
    That is what I mean. This would be an excellent feature for Fusion as a one click option for Pause.
    I.E. Pause-able groups
    Instead of having to do everything manually.

    The Default pause for Fusion is useless to me.

    Tracking is just so every object is where it was when a user continues a game after exiting.
    Again, Tracking built into Fusion would be an amazing feature as well. Basically, saves via a button prior to exit and loads via a save selection.

    Nevertheless, thank you for your explanation.
    Is there any examples of this way of pausing available you know of?

  6. #66
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    Quote Originally Posted by Phi View Post
    Or use DarkScript. Interrupting loops can be done either way; stopping so current iteration's events still run, or stopping so it doesn't

    @Yves I sent you an email on 9th November about runtime issues, did you receive it?
    Just want to make a push for Phi's Darkscript extension here, it's really a very powerful extension which if allowed to function and integrate with fusion fully (without bugs) could be huge addition and upgrade to how to build fusion apps. It's essentially a function extension but with some nice additional features. I know there is some fusion behaviour which is preventing it from being finished, would love to see this issue solved and released to the community.

  7. #67
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    I do not know if it is a beug but with movement path, if the last 2 positions are exactly in the same place, the pause on the penultimate position is not done, as if fusion canceled the positions that follow each other but which are in the same place which is annoying when you want a break at the end of the path (we can not put a pose on the final destination)

    je ne sais pas si c'est un beug mais avec mouvement chemin, si les 2 dernieres positions sont exactement au meme endroit, la pause sur l'avant derniere position ne se fait pas, comme si fusion annulait les positions qui se suivent mais qui sont aux meme endroit ce qui est genant quand on veut une pause a la fin de cheminement (on ne peut pas mettre une pose sur la destination finale donc le seul moyen que j'ai trouvé est de faire une destination supplementaire et mettre une pause sur l'avant derniere)

    si quelqu'un a une autre solution, merci

  8. #68
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    Quote Originally Posted by VBEinc View Post
    That is what I mean. This would be an excellent feature for Fusion as a one click option for Pause.
    I.E. Pause-able groups
    Instead of having to do everything manually.

    The Default pause for Fusion is useless to me.

    Tracking is just so every object is where it was when a user continues a game after exiting.
    Again, Tracking built into Fusion would be an amazing feature as well. Basically, saves via a button prior to exit and loads via a save selection.

    Nevertheless, thank you for your explanation.
    Is there any examples of this way of pausing available you know of?
    Pauseable groups wouldn't help much. That's basically the easiest part of the puzzle anyway: you just move all your code into a single parent group and open/close that parent group as desired; it just takes a minute to setup. The annoying part is all the other stuff you need to do: stopping/restoring inbuilt movements, animations, sounds, the timer. Movements/timers from 3rd party extensions may need to be stopped separately too (eg. flocking object, easing object).

    If you want to pause everything properly, I don't think you can escape from it being a bit of an inconvenience, no matter how you approach it. Though if you do everything with a qualifier, it doesn't have to be too messy . This is how my pause/unpause code looks like. Firstly, I give every single object in my game that needs to be paused a "Pausable" qualifier (the square turquoise icon in the screenshot). Then you can stop/start all bouncing ball objects, for example, with single "stop" and "start" events. The code to pause my game of 1000s of events and 1000s of objects is relatively simple:


    To pause:




    and then to unpause:





    Pausing/unpausing animations is slightly tricky, so requires some explanation. When you're using a single qualifier to pause everything, you can't just "stop" every single object on pause, and then "resume" every single object on unpause, because if some of your objects were already supposed to be stopped before you paused, then resuming them on unpause would be undesirable as it would make them start playing freely.

    So, before I pause, I record whether or not every object's animation frame is currently forced. You need the Animation Info object for this (which is Windows only, which makes me wonder if/how it's actually possible to pause things properly on mobile). I save this 'Frame Forced state' into every object's Alterable Value FF (which is so far down the altVal list that it's unlikely to ever conflict with an object's individual altVals). I do the same for whether or not the objects' animation sequences are forced or not (I save this into Alterable Value CP for Ceequence Paused, since Alterable Value SP doesn't exist).

    Then when I unpause, I ensure that any animation sequences and/or frames that were supposed to be forced remain forced.



    As for tracking all of your objects, have you tried the INI++ object? It has a feature where you can save all of an object's details (including I think its XY position, animation info, all its altVals etc.). Again, you could use a single qualifier, then just run a for each loop of that qualifier and save data of every single object with just a couple of events.

  9. #69
    Clicker

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    Quote Originally Posted by Volnaiskra View Post
    Pauseable groups wouldn't help much. That's basically the easiest part of the puzzle anyway: you just move all your code into a single parent group and open/close that parent group as desired; it just takes a minute to setup. The annoying part is all the other stuff you need to do: stopping/restoring inbuilt movements, animations, sounds, the timer. Movements/timers from 3rd party extensions may need to be stopped separately too (eg. flocking object, easing object).

    If you want to pause everything properly, I don't think you can escape from it being a bit of an inconvenience, no matter how you approach it. Though if you do everything with a qualifier, it doesn't have to be too messy . This is how my pause/unpause code looks like. Firstly, I give every single object in my game that needs to be paused a "Pausable" qualifier (the square turquoise icon in the screenshot). Then you can stop/start all bouncing ball objects, for example, with single "stop" and "start" events. The code to pause my game of 1000s of events and 1000s of objects is relatively simple:


    To pause:




    and then to unpause:





    Pausing/unpausing animations is slightly tricky, so requires some explanation. When you're using a single qualifier to pause everything, you can't just "stop" every single object on pause, and then "resume" every single object on unpause, because if some of your objects were already supposed to be stopped before you paused, then resuming them on unpause would be undesirable as it would make them start playing freely.

    So, before I pause, I record whether or not every object's animation frame is currently forced. You need the Animation Info object for this (which is Windows only, which makes me wonder if/how it's actually possible to pause things properly on mobile). I save this 'Frame Forced state' into every object's Alterable Value FF (which is so far down the altVal list that it's unlikely to ever conflict with an object's individual altVals). I do the same for whether or not the objects' animation sequences are forced or not (I save this into Alterable Value CP for Ceequence Paused, since Alterable Value SP doesn't exist).

    Then when I unpause, I ensure that any animation sequences and/or frames that were supposed to be forced remain forced.



    As for tracking all of your objects, have you tried the INI++ object? It has a feature where you can save all of an object's details (including I think its XY position, animation info, all its altVals etc.). Again, you could use a single qualifier, then just run a for each loop of that qualifier and save data of every single object with just a couple of events.
    yes you can - i do it on everything- including the tut game in clickstore. try the free version.
    you just toggle a flag when pressing your pause key; if that flag is on or off, start/resume stop/pause activate/deactivate the GAME group which holds all the groups for the running game

  10. #70
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    Quote Originally Posted by Volnaiskra View Post
    Pauseable groups
    Thank you, for this. Again, this is what I am saying. While, there is ways to Pause. It would be great if it was a Feature of Fusion as a Default Code.

    I have an Idea I may try to see if it makes life easier.
    Basically, I was thinking maybe the SUBAPP OBJECT could be Paused. While the Main Screen is still active.

    I will make a post if that works.

    Again, though. I was just offering ideas for the Next Fusion Build.

    I tried the .ini Object, but for whatever reason. I find using the List Object more useful for Saving.

    ***UPDATE*** It Works!
    LINK: https://drive.google.com/file/d/14TH...usp=share_link

    Also made a post with the .MFA: https://community.clickteam.com/threads/110291-SUPER-EASY-PAUSE-AND-UNPAUSE-of-Game-with-Actions-or-Keys

    Thank you again for your reply. It gives me a ton of ideas to try.

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