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Thread: Build 294.14 - Release version

  1. #131
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Possible Physics bug

    @Yeves

    Guys, can you confirm this possible bug. The physics movements are supposed to be frame independent? However, when you check vsync the physics ball movement slows down dramatically whenever you set the default fps higher than the monitors refresh rate. In this example you can set the default fps to 60, 140, 240, 1000 and all is fine. The physics ball movement seems frame rate independent. If your default fps is higher than your monitors refresh rate (mine is 144) then check vsync the ball movement will slow down dramatically. You can set the default fps to 500, 600, 1000... then check vsync and that's when it slows down? Something about checking vsync that seems to bugout the physics ball movement....
    Attached files Attached files

  2. #132
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)iOS Export Module (Steam)
    Linky's Avatar
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    Quote Originally Posted by bybyblue View Post
    Feature Request: Manually set the width and height of the String Object at runtime without relying on the resizing that occurs when changing font size (As it often breaks for me).
    That would be extremely helpful, I know I can use active system box, but I also need to use effects such as changing the alpha blending coefficient. (Which ASBs don't support unfortunately)

  3. #133
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    SirEatAlot's Avatar
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    Quote Originally Posted by Edel View Post
    @Yeves

    Guys, can you confirm this possible bug. The physics movements are supposed to be frame independent? However, when you check vsync the physics ball movement slows down dramatically whenever you set the default fps higher than the monitors refresh rate. In this example you can set the default fps to 60, 140, 240, 1000 and all is fine. The physics ball movement seems frame rate independent. If your default fps is higher than your monitors refresh rate (mine is 144) then check vsync the ball movement will slow down dramatically. You can set the default fps to 500, 600, 1000... then check vsync and that's when it slows down? Something about checking vsync that seems to bugout the physics ball movement....
    I believe v-sync always forces the framerate to a locked 60 frames per second, maybe this is whats causing the issue?

  4. #134
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Quote Originally Posted by SirEatAlot View Post
    I believe v-sync always forces the framerate to a locked 60 frames per second, maybe this is whats causing the issue?
    There's something wrong though. It if you check vsync it should lock at whatever the monitors refresh rate is. I hope Yves takes a look at it. Hopefully it can be fixed.

  5. #135
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Flash Duration option added to the Flash Object action

    I thought of a nice idea that would be pretty useful to have. Adding a duration parameter to the Flash Object action
    Screenshot 2023-03-27 154039.png
    Would save you a bit of time from having to create a duration counter/timer yourself.

  6. #136
    Clicker

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    Lightbulb Feature Request:

    Would it be possible to add?


    • Activate/Deactivate to Actions
    • Built-in inline Comments (Similar to how Advanced Comment Object can add comments to actions)

  7. #137
    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)
    Volnaiskra's Avatar
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    Quote Originally Posted by fnkycoldmadeanr View Post
    Would it be possible to add?


    • Activate/Deactivate to Actions
    • Built-in inline Comments (Similar to how Advanced Comment Object can add comments to actions)
    I'm personally fine with using the Advanced Comment Object, but I would love to be able to activate/deactivate actions (and conditions). It would make coding so much easier. When I'm trying to build something or isolate a bug, I always end up having to duplicate whole events so I can test variations of them (eg. with this or that action/condition removed or modified). Pretty soon there are activated/deactivated variants of events all over the place, and it's easy to get lost in it. It would be so much simpler if we could just turn off individual actions or conditions at will.

  8. #138
    Clicker Install Creator Pro
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    defisym's Avatar
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    Quote Originally Posted by Volnaiskra View Post
    I'm personally fine with using the Advanced Comment Object, but I would love to be able to activate/deactivate actions (and conditions). It would make coding so much easier. When I'm trying to build something or isolate a bug, I always end up having to duplicate whole events so I can test variations of them (eg. with this or that action/condition removed or modified). Pretty soon there are activated/deactivated variants of events all over the place, and it's easy to get lost in it. It would be so much simpler if we could just turn off individual actions or conditions at will.
    Since 2.5+ release I begin to split event to several small always child events.

    Pros:
    - No more need to care about fastloop & foreach's execute order & selection break.
    - Better readability, one child event only focuses on one thing.
    - Better debug experience, can disable debugger output or do A/B test easily
    - Use groups for better organization

    Cons:
    - Possible performance lose as there are more events to execute and selection need to be restored (not noticeable for me)
    - Possible child event bug (got unexpected results one or two during those years but cannot isolate then reduplicate them, like this one)
    - Not friendly for immediate event call, especially when events are deeply nested.
    - Fusion doesn't have a good view for child events, the indent way is the same comparing to groups. Sometimes you may mess the hierarchy up and let something executed in unexpected event level

  9. #139
    Clicker

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    Quote Originally Posted by Volnaiskra View Post
    I'm personally fine with using the Advanced Comment Object, but I would love to be able to activate/deactivate actions (and conditions). It would make coding so much easier. ...
    Yeah if working on a long term project using extensions is fine. I tend to make a alot of different projects so the more basic programming built in to fusion the better.
    I also made a wip extension with the same comment functionality as ACO and a lot of other functions fusion is lacking compared to other engines.

    Yeah duplicating and deactivating events is pretty much my process also, yeah conditions also would be good.
    I think one of the things fusion does pretty well is having more white space in the list editor than similar game engines.

  10. #140
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Big object fusion says," no!" big object in multiple peaces fusion says,"no problem!"

    SO here is something that is bothering me about Fusion Lately.

    If you have a 10,000 x 2,500 Graphic.

    Fusion just says," NO " and doesn't even show the graphic on the computer the app is being created on.
    If it does decide to even try. The app will take a year and a day to load, then lag non stop.

    However, if you cut that big graphic up into 8 pieces. NO PROBLEMS!
    Fusion loads it with ease and it even runs flawless on Android Devices.

    Example of what I am saying on the level THE MOTHERSHIP of this app I am working on...
    LINK: https://community.clickteam.com/threads/110395-U-N-E-D-United-Nations-Earth-Defense-Game

    I have the TEST LEVEL RUNNING the Player at full speed (250) with no lag.

    What I am wondering is if there is a way to make big Objects auto cut?

    I.E. User tries to import a 10,000 x 10,000 active and Fusion cuts it up into 8 pieces automatically so it can work with fusion.
    Active would become
    Active 1
    Active 2
    Active 3
    Active 4
    Active 5
    Active 6
    Active 7
    Active 8

    Then have like a tic box that allows you to lock the Actives 1- 8 together as one Object! Kind of like a qualifier but, auto for those objects as they where supposed to be one.

    Obviously the formula would be whatever max size Fusion can handle prior to it just saying," You must be out of your mind thinking I am going to run that massive Graphic!"
    Then cut that size into sizes that Fusion will allow with ease.

    Now that would be an awesome feature, instead of the user having to try and figure out the max size Fusion can handle. Simply because the laptop I am running Fusion on can handle the Unreal 5 engine.
    So we know it can handle that graphic with ease. Somewhere along the line, Fusion has a Size Limit that has nothing to do with the power of the Computer Running it.

    At least, please have some sort of info about this in fusion.
    I.E. User tries to import a 10,000 x 10,000 graphic to an Active and Fusion shows a popup Dialog saying," MAX SIZE OF A SINGLE ACTIVE MUST BE BELOW ###X###!"

    That kind of info would be awesome! Thanks!

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