Bienvenue, Invité. Merci de vous connecter ou de vous inscrire.
Avez-vous perdu votre e-mail d'activation ?

Connexion avec identifiant, mot de passe et durée de la session

UserBox

Welcome, Guest.
Please login or register.
 
 
 
Mot de passe oublié?

Voir les contributions

Cette section vous permet de consulter les contributions (messages, sujets et fichiers joints) d'un utilisateur. Vous ne pourrez voir que les contributions des zones auxquelles vous avez accès.


Messages - Emmanuel

Pages: [1] 2 3 ... 124
1
Bonjour

Sortie de la Build  292.0 beta il y a du ++ merci pour l info Xenon3K
Citer
Build 292.0 - Change log
------------------------

Editor

- General: Open/Save Project have been moved to a Project sub-menu.
- General: recent files list size increased to 12 filenames.
- General: new Global Event editor button in toolbar.
- Frame Editor: refresh of object window is faster.
- Frame Editor: drag & drop of lots of objects from a frame to another one, or pasting lot of objects, is faster.
- Frame Editor: now faster to open frames with lots of objects.
- Frame Editor: "ghost" objects are automatically removed when the MFA is loaded.
- Frame editor: automatic scrolling when dragging object to the top of bottom of the object window.
- Frame editor: you can now drag multiple items from the frame to a folder in the object window.
- Frame / Event editors: incorrect selection in the Frame dropdown list in the Navigate toolbar.
- Path Movement editor: memory corruption when nodes are named and new nodes are inserted.
- Event editor: holding CTRL while mouse wheel scrolling scrolls horizontally.
- Event editor: when you double-click the closing bracket of a folder that contains a selected object, the selection was not cleared.
- Event editor: when you clone an object that is in a closed folder the object was displayed outside the folder although it was inside.
- Event editor: folder corruption caused by old versions is automatically fixed when you open a frame (if the folder were corrupted, this might change a bit the way your objects are organized).
- Event list editor: crashes could happen when going to a line in a closed group.
- Event list editor: crashes could happen when editing actions in the main events when the object bar contains object shortcuts.
- Event list editor: crashes could happen when dropping an action to an Insert New Action line.
- Global events / behavior editor: faster to open in big applications.
- Global events / behavior editor: Undo is now available after running the application.
- Global events / behavior editor: object order and folders are now saved.
- Global events / behaviors: when you paste events that contain objects that are not already used in the global events or behavior you are editing, the program now imports them directly instead of displaying "bug" objects.
- Global events / behaviors: when you paste events copied from a behavior, the icon of object that owns the behavior was messing up the object list.
- Global Events / Behavior editor: object list empty when you add a Create action (or others) and a search string was previously set in the object list dialog box.
- Global Events: when you rename an object and this was the last object with this name in the application, the object is renamed in the global events.
- Global Events: pathnames of external files were not automatically updated when you move a MFA to another folder.
- Data Elements editor: multiple selection in Sounds tab to allow you to export all sounds at once.
- Effect List dialog box: incorrectly closes when you double-click an expand button.
- Build: in Android apps the ACE's used in frames that have the "Don't include at build time" option are now included in the APK, and the images and sounds used in those frames are no longer included in the APK. This allows to use the Android OBB extension more efficiently.
- Debugger: the Add Object button is no longer grayed when you click on Rewind or Play.
- Debugger: now takes less CPU time.
- You can now use up to 48 sound channels. Note: this is limited to the Windows runtime only for the moment, the other platforms still use 32 channels.
- Maximum number of objects (in Frame properties) is now 30000.


All runtimes

- Edit object: new functions to set / get caret position.
- WebView: added movements, a new property to make is visible or invisible at start and new expressions to get position and size.
- Android/Html5/UWP/SWF: Advanced Direction object, crash when there are no objects.

Windows runtime

- In applications that contain more than 32000 images, some images could be swapped or hidden.
- Crash in LoadFramePosition when you use more than 256 global objects in your application.
- INI object: new Read changes from disk and Write changes to disk to speed up reading/writing. If you unselect "Read changes from disk", the INI file is loaded the first time it's accessed and any change made by another app or sub-apps are ignored until it's reloaded inthe next frame. If "Read changes from disk" is unselected you can unselect "Write changes to disk" if you don't need changes to be saved to disk.
- Window Control object: new actions to set the minimum and maximum window sizes in the current frame.
- When a sound was used in several channels, Set Sample Volume was changing the volume of the first instance only.
- Windows runtime: new option in Frame properties to ignore the Load On Call option of objects (and load object all data at start).
- Windows runtime: memory leak when you set an effect in a layer that already has an effect.
- Windows runtime: sub-application object: Apppath$ returns an incorrect pathname when running an app from the editor and the sub-app refers to an external CCN file.

iOS runtime

- The iOS runtime now uses OpenGL 3.
- Disabled gesture menu in the application to avoid interferences with touch detection.
- Sounds: incorrect position when looping.
- Sounds: fixed "Uninterruptible" option, now works like the Windows runtime.
- Objects created in an invisible layer were visible.
- Active Picture object: the transparency option is now taken into account.
- AdMob object: new action to set GDPR consent.
- Chartboost object: new action to set GDPR consent.
- GDPR Consent object: new object for handling EU regulation of General Data protection.
- iOS Button object: added support for Transparent option.
- iOS Button object: the object frame is now displayed.

Mac runtime

- Sounds: incorrect position when looping.
- Sounds: fixed "Uninterruptible" option, now works like the Windows runtime.
- Sounds: Is Channel Playing / Paused didn't work for channel #1.
- Objects created in an invisible layer were visible.
- Active Picture object: the transparency option is now taken into account.

HTML5 runtime

- HTML5 export: faster build.
- ComboBox/ListBox objects: the selected item is unselected when you pass a negative index.

UWP runtime

- HTML5 export: faster build.
- Button object: fixed radio button selection.
- ComboBox/ListBox objects: the selected item is unselected when you pass a negative index.
- Xbox Leaderboard object.

Android runtime

Important. the Android runtime provided with the build 292 update patch has been updated to work with Gradle, it doesn't need Ant anymore, i.e. it will work with the latest Android SDK without you to have to patch it with Ant files, unlike the previous version. Notes:
+ It is recommended that you install the 64-bit version 1.8 of the JDK if it's not already installed, if you get "out of memory" error messages in the build log (note: you need the 32-bit version too only if you use the Flash exporter).
+ Gradle automatically downloads the libraries and build tools it needs, however it doesn't ask you for accepting licenses. If you get an error message that says you have to accept licenses, open an explorer window, go to the Android SDK folder (usually C:\Users\YourName\AppData\Local\Android\Sdk), open the tools/bin sub-directory, open a command prompt window in this directory and type "sdkmanager --licenses" (or sdkmanager --update for old versions), this will allow you to review and accept the licenses of the downloaded files. You can also simply open the SDK Manager and update the build API/Tools, this may work.
+ The directory structure of the source files in the Android zip files for Gradle is different. If you use 3rd party extensions that aren't updated, Fusion will try to automatically convert it to Gradle. This works with simple extensions, but could fail for more complex ones. In this case, you'll have to wait for the developer to release an update.

Other changes in the Android runtime:
- 64-bit runtime.
- Objects now work with API 24 and above.
- Fixed incorrect permission names for Set Alarm and Install Shortcut.
- Replaced the internal dialog box thats prompts for dangerous permissions by the OS dialog box.
- "Rooted" detection updated to detect rooting with new applications.
- Disabled gesture menu in the application to avoid interferences with touch detection.
- Full screen fix.
- Fixed the appearance of some ghost image on screen in android 8 for some specific devices.
- Drag & drop movement didn't work worrectly in sub-apps.
- FloatToString: fixes.
- Sounds: fixed "Uninterruptible" option, now works like the Windows runtime.
- Fixed End of Game condition.
- Hidden layers are shown when the frame is restarted.
- Active Picture object: the transparency option is now taken into account.
- Active Picture object: object size preserved when the app is restored.
- AdMob object: new action to set GDPR consent.
- Android Object: get email is now working with google accounts only.
- Android Object: Permission is granted was recoded to work with the latest Android version.
- Android Dialogs Object: max size is now 90% of the screen.
- Android Plus Object: now you can get the email account via intent, making user decide which account to use for the game/application.
- Button object: fixed radio button selection.
- GDPR Consent object: new object for handling EU regulation of General Data protection.
- Chartboost object: new action to set GDPR consent.
- ComboBox object: incorrect height.
- Get Object: fix, and should now handle certificates.
- InApp Object: protection to avoid some unpredictable situations.
- INI Object: delete group did not work when the group was empty.
- Multiple Touch: negative index were not used in conditions.

2
Jeux-Vidéos / Re : Mes Machines
« le: 23 mars 2019 à 11:32:49 »
sur la dernier cartouche (My Expander pour MSX) il y a pas le trou ou dont doigt le cache?

3
QG du Comptoir / Re : Nouveau lien du comptoir
« le: 19 mars 2019 à 10:49:33 »
pour moi c est ok pour lecomptoirduclickeur.fr

4
LaboClik / Re : Animer sans animation
« le: 16 mars 2019 à 12:15:47 »
Bonjour Il y a Davit Masia qui vient de sortie JuiceFX il la pas fait avec fusion.

c est même principe.


5
QG du Comptoir / Re : Nouveau lien du comptoir
« le: 16 mars 2019 à 12:08:38 »
StopClickFusion.fr

6
Clickstore / Re : Firefly 3D
« le: 11 mars 2019 à 11:07:43 »
super original la présentation  :love :bravos 

7
LaboClik / Re : IA simple
« le: 01 mars 2019 à 12:51:35 »
Cool on dire le moteur de Baby Redemption  :P

8
Entraide sur Fusion / Re : pathfinding sur fusion 2.5
« le: 27 février 2019 à 12:57:50 »
Bonjour
Je vous et fait un avec l extention (Pathfinding object) ça peu être utile pour les nouveaux membre c est compatible que en exe.
il y a la même en version flash (A* FlashString)

clique gauche grée un mur
clique droit sur une casse pour grée le chemin.
touche C pour tout effacée.

9
Entraide sur Fusion / Re : Sauvegarder en HTML5
« le: 25 février 2019 à 18:38:42 »
si c est pour que  sauvegarde  le nombre de clics que le joueur à fait pour le résoudre le niveau fait le dans un seul coockie.

10
Entraide sur Fusion / Re : Sauvegarder en HTML5
« le: 25 février 2019 à 16:26:05 »
Pour mon jeux TILES j avais fait un seul fichier avec les 100 niveaux dans un tableau a ça sortie il été arrive a  5 MO  dont au chargement  ça rame.

11
Entraide sur Fusion / Re : Sauvegarder en HTML5
« le: 25 février 2019 à 16:17:36 »
Pour moi laisse les en plusieurs niveaux je pense que a le faire en un seul fichier le chargement peu être un peu plus long.

12
Entraide sur Fusion / Re : Sauvegarder en HTML5
« le: 25 février 2019 à 15:45:53 »
Si non du peu mettre des niveaux en fichier  INI ou autre fichier txt  et du les mais dans les élément de donne apres du a plus quan les appelle pour les charges.   

13
Entraide sur Fusion / Re : Sauvegarder en HTML5
« le: 25 février 2019 à 15:40:16 »
autre info sur l extension  la longueur d'un cookie est limitée à 4000 caractères.

14
Entraide sur Fusion / Re : Sauvegarder en HTML5
« le: 25 février 2019 à 15:37:59 »
Coucou
comme je les dit sur minichat du a l extension HTLM5  il y a un paramétrè  pour écrire  un coockies avec le temps d' expiration.

15
La Taverne / Re : Test Construct 2 (version gratuite).
« le: 24 février 2019 à 12:33:38 »
Bonjour surtout il faut pas oublie que le réalisateur de Construct travaille a clickteam et il et partie avec les fichier source de multimédia fusion.
c est pour ça que il y a une très grand ressemblante.

Pages: [1] 2 3 ... 124
Powered by EzPortal