After a while i'll post an example of the new system i've write.
(it's a personnal project, then, i'll just post a sample mfa, not my full project!)
After a while i'll post an example of the new system i've write.
(it's a personnal project, then, i'll just post a sample mfa, not my full project!)

Surface Object also has an expression to get the alpha channel...
Working as fast as I can on Fusion 3
I know that LB, but, i cannot make a test "pixels by pixels" on the Alpha Channel, it simply no work.
And the solution by checking the CRC work very well, BUT.. (there is a BUT..)..
It slowdown the FPS when a picture is saved on the disk.
(Each 20 seconds i save a picture from Surface object.. and each 20 seconds it make a slowndown to the FPS for a micro little time..)..
Then.. i have an another problem now..
EDIT: I think i've perhaps an idea (without checking the CRC object)
So no, if i check pixels by pixels on AlphaAt() action with 2 loops (one for Width position (and other for Height position (Y))..
When the check is processed, the game lose quickly somme FPS (and we gets a bad bad bad gameplay as it...)
So.. Any other idea (or any quiclky check algorythm idea?)

Do you just want to compare two images or two files?
Working as fast as I can on Fusion 3
Two images LB
For be precise: Two "Alpha Channel's Images" of each 1 PNG images stocked in a Surface Object.
(but 2 different Surface Objects)
If i use the method of Saving pictures each 20 seconds and compare with a CRC object.. => FPS slowdown quickly (10ms)
If i use the method of Comparing Alpha's Channel pixels by pixels each 20 seconds in 2 loops (one for X(WIDTH), other for Y(HEIGHT) ) => FPS slowdown quickly (10ms).
This two methods works very well but affect the performance of the game..
So if i set-up in Global Events and NOT into the game frame..
Sometimes: FPS not slowdown, Sometimes: FPS slowdown..
This is making me ... well, you know what i mean..
OK, it's good.
For your informations guys, the problem was:
Clickteam movement controller when taked by a loop slowdown the FPS. If while the loop, objects is moved.
Then, before the loop: Stop the movement
After the loop: Start the movement.
Thanks for your help LB, Hernan, and.. Looki (because its Surface's extension is the ONLY extension which can achieve what i research for!)
For the moment, it seem it's good..
But if i have an another problem, i come back here![]()