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.
I found a bug with input in the expression editor on systems that have more than 1 language. This happens to me both natively on my PC and on my Mac in Parallels Desktop. It also happened before version 294 but I always restarted the engine to bypass this problem as I hadn't found the time to report this, though it becomes very inconvenient and would much appreciate Clickteam if you could try to reproduce this on your end and perhaps fix this in a future update.
Some more info:
On my system I have English and Hebrew input languages. It happens that even though the input is set to ENG, when I begin to type in the expression editor it types the first letter in English correctly, but then immediately changes the input langauge to Hebrew. Same goes when I change the input to HEB and start typing in the expression editor - the first letter types in Hebrew and the rest in English.
If I go into another program like Notepad and try to reproduce the issue it doesn't happen - when I'm in ENG it types in English and when I'm in HEB it types in Hebrew.
Sometimes when switching to other programs and getting back to the engine it fixes the issue, but only for a short amount of time. In the worse case I need to completely restart the computer.
I've captured a video describing the issue. You can see how the input language on the bottom right corner of the taskbar changes automatically when I type in the expression editor.
Thanks
Input Language Issue.zip
TRUE PAUSE CONTROLS
One Feature I know many would love is a True Pause Game/APP feature.
I.E. User clicks within a zone Paused / User Clicks within another Zone Un Paused.
Other options as usual. Clicks on Active, Clicks on Backdrop, Mouse Clicks, Links to Counters ( Timed Pause ) etc...
Most likely would need to be linked to a sub app so the Pause Feature doesn't freeze everything. Just the Main Application. This way, the sub app can also run a menu for items and such.
TRUE SAVE GAME
Another extremely useful feature would be a True Save Game. That Saves all data, including Positions of all objects and so forth.
Current Save game objects are lack lustering and complex.
I honestly find the LIST OBJECT, the best for now for saving large amounts of DATA!
There is a Save/Load Frame position which does what you're asking, but each extension needs to have something coded to be handled when this function is called.
Pausing the app also have a similar function in the extension SDK, meaning some object might continue running even when the app is paused, this can be clearly seen in Easing object when you use the Move action and pause.
So that means Clickteam couldn't possibly add existing extensions that they don't have access to the source code to work with these.
Another issue is that if you change anything on the app and compile it again, it won't be compatible with the Load Frame position anymore, since it works similarly to a Save State from a emulator.
So that's only useful if your game will not receive updates anymore of if you use it solely for temp save states, like midway level save which gets erased once you close the game.
If you want a quick & dirty pause, you could use the Dialog Box object which freezes everything except the Dialog Box when it is displayed. However I think you can only unfreeze the app by manually closing the dialog box either by clicking the "X" or by clicking a dialog box button & coding the action to Close dialog box when that button is clicked, and it's Windows only.
Yeah, I have my own ways of Pausing, saving and so forth. What I was saying is if the next release of Fusion 2.5 could have these features as a simple click option.
I.E. Pause feature
I.E. Save Feature
Currently I use an Object for Pausing and un pausing. I link all objects, including the player to the object.
I.E. Pause Object is facing Right = Game Unpaused
Pause Object is Facing Left = Game Paused
All other objects have ( Pause Object is facing Right ) in their lines of code. So if the Pause object is facing right. They can move and do whatever is in the code. When the Pause Object is facing Left, then everything is stopped!
Although launched Objects still move, which is a bit annoying but I live with it.
Saving I use a List object as Android works well with this object.
I.E. LIST OBJECT for Player
Line 1 X position
Line 2 Y Position
Line 3 Player Lives
Line 4 Health
Line 5 Level Currently on
Etc
I just hate having to make a List Object for each object ( Enemy ).
Plus, using one list object for enemies gets a bit overwhelming to keep track of.
What I was saying was, it would be great if Fusion had a Save file that was build into the runtime to just freeze the runtime and save the frozen state.
Which again would work hand in hand with the Pause Feature I was mentioning. Both would work basically the same!
I.E. Game Save
Whatever frame the player was on
Whatever Objects used on frame that where present during save
Those objects positions
Player Health
ETC
Also, if the background never changes. This could be ignored by fusion for a save.
Obviously if the background does change. This would be included in the save.
I am glad someone else brought this up I thought I was the only person having the issue. I reported this 3 years ago here: https://community.clickteam.com/threads/105355-Random-RTL-Languages-bug-in-expression-window.
In the video I was holding down a single letter and it would change after the first letter to English. I had to use the same solution restarting the PC but it will return after a while.
VBE - you sure do pausing the hard way.