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Runtime Options Properties

Runtime Options Properties

The Runtime Options properties control some aspects of the object during runtime.

Create at start

If you uncheck this option, the object won't be created when the frame starts. You'll have to use a Create Object action to create an instance of this object.

Create before Frame fade-in transition

Available for extension objects. By default, the extension objects are not created before the fade in transition of the Frame starts. The Start of Frame actions and conditions for these objects are executed after the fade in transition ends. As lots of extensions are displayed in their own window, this option allows you to avoid these windows to be displayed during the transition. Check this option if you would prefer the object to be created before the transition starts.


Note: if you experience crashes in Start of Frame events and the Frame has a fade-in transition, try to check this option, the crash might happen because some expressions used by other objects in Start of Frame actions use expressions of extension objects not yet created.

Scrolling options

These properties control how the object behaves itself when your frame scrolls.

 

  • Follow the frame
    If this property is checked, the object will move with the frame scrolling : if the frame goes to the left, the object will go at the same speed to the left and disappear on the left of the screen. If not checked, the object will stay static on the screen. This property is usually unchecked for scores and lives indicators.
  • Destroy if object is too far from frame.
    If your object goes past a certain limit away from the display, and if this property is checked, the object will be automatically destroyed. Warning, for scrolling games you must use this option with caution as it might destroy important objects.
  • Inactivate if too far
    To save processing time, Clickteam Fusion 2.5 contains an option to stop the computation of the objects if they are too far from the display window. The object is not destroyed, but stops moving and reacting with collisions. Three settings are available:
    • Automatic : objects specified in collision detection conditions are not inactivated. All other objects are inactivated.
    • Yes : always inactivates if far from the window.
    • No : never inactivates.

Collision

  • Use fine detection.
    Available for active objects only. If checked, the collisions with this object and the others will be pixel precise (transparent areas do not trigger a collision). If unchecked, the collision will be done in box mode, with the rectangular box that surrounds the object.

Memory options

  • Global object
    Makes the object global. Global objects have the great advantage to be unique for all the frames. Imagine the main character of your game, it is duplicated in many frames of the game. If you want to change a pixel of the character, you will have to change it in every frame. If your object is defined as global, you will not need to do so : change it in one frame only and the changes will be reflected in all the frames.
    For counters and strings, the content of the counter or string is duplicated from one frame to another.
    How to create a global object : first create your object in one frame, and mark it as global. To use the object in other frames, display the content of the first frame in the object selector of the frame editor, and drag and drop the original object into the new frame.
  • Editor synchronization
    This option allows you to specify how global objects are synchronized across all frames in the editor. If this option is set to "No", the global object is not synchronized with others. If this option is set to "Identical Objects", the objects identical to the current are synchronized with it (this is the old way, which doesn't work sometimes for some objects, especially when they have behaviors). If this option is set to "Same name and type", the global objects with the same name and type as the current object will be synchronized with it. When you create a new object, this option is set to "Same name and type" by default. In old applications, this option is set to "Identical objects" for the existing global objects.
  • Load on call
    This option saves memory, and accelerates loading time of big frames. If unchecked (default option), all the object's data are loaded at the beginning of the frame. For big objects on CD-ROM this can create a small delay when the frame appears.
    If checked, and if the object is not created at the beginning of the frame, the object's data are not loaded at the beginning of the frame. They are only loaded when you create the object in the frame.



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