If I Hide the object in BlockEdit, exit, and answer yes or no, the hidden object is removed from the Block definition, but left in the file.

Running Show reveals it.

Inserting the embedded Block a second time reveals that the hidden object is not part of the embedded block definition.

I apologize if this has been posted before. I am trying to edit a graphic with many fine points and I want to make different variations of the same design in aggregate. However when I select same "fill stroke and color" it will select objects which are locked (so should not be selectable), as well as if they are hidden. I also tried putting the object I don't want it to select in a different layer (as well as locking and hiding it) and it still gets selected. I've posted a picture below to show you what I mean.


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It would be very helpful if you could set whether locked or hidden layers should be ignored when using "Select same". As it is implemented at the moment, this function is almost useless if you have many objects of the same kind on different layers and want to select them only on one layer.

when I want to select all symbols of a certain stroke weight or stroke colour my organised layers are ignored and all instances are selected even if they are on hidden or on locked layers. This is very counter intuitive and I can't find any efficient work flow other than one by one picking hundreds of objects hoping I didn't miss any.

It would make more sense, AND be more useful if locked and hidden layers could not be selected. After all, they are hidden or locked for the very purpose of not wanting to change them, yet the command to "select-same... " overrides that very intentional choice to lock and hide. I would like to know whether this was an oversight in the implementation or whether there is some useful reason for this behaviour. For me it is worse than useless, because I can often not see what "select same" has selected because most of the time, most of my very large map is off-screen.

I too am curious about this. I think about things like this and try to come up with a reason why there isn't any option available to choose from Select all, unlocked, visible, hidden, locked. Obviously coding a Select All is going to be far easier than giving choices. Also, with choices comes the question Where to place those choices? In the Menu as checked items or as a preference so as to keep the clutter down in the menu. We can only hope that this will be forthcoming.

Since my last comment i discovered one mitigating action, that does not solve the functionality I need, but at least prevents me inadvertantly selecting and editing hidden and locked objects that would be off-screen even if they were visible. The "Edit All Layers" icon at the bottom left of the Layers panel restricts editing. When toggled "on" it allows selection absolutely everywhere regardless of intentional hiding and locking by the user, and when toggled "off", it is too extreme in the opposite way of limiting selection to the currently selected layer only.

it is VERY hard to see from the appearance of the "Edit All Layers" icon whether it is actually "on" or "off". I mean VERY hard, such that I have to click several times to compare the two icon shadings. I've tried different interface colouring options, and none alleviate this lack of distinction. So it is easy to have one's intentions thwarted with a selection that is too unrestricted or too constrained, and not notice this until multiple edits have been done, only to notice some time later, that in other layers or other areas of the design, many objects that I thought were safely hidden or locked have been moved, or edited, or worse - deleted.

Have you ever been in a situation when you're about to leave the house but can't find the keys: You're sure they're on the table next to the entrance, but it's so cluttered that the keys seem to be hidden in plain sight, and it takes you a while to find them among other items. If so, you're very much familiar with the main concept of Hidden Object games: Trying to spot certain items in a picture as fast as possible and preferably without making any mistakes.

Applying this mechanic to the world of computer video games, developers crafted a unique casual subgenre called Hidden Object games. In them, players usually explore different beautiful (sometimes not too beautiful) locations in search of clues, evidence, puzzle pieces, or whatever fits the storyline to better understand the world around them and reach certain objectives. As you can imagine, a character who's always snooping around is a good fit for a detective trying to crack a case or an inquiring explorer traveling the world in search of ancient relics. That's why Hidden Object games usually have a gripping story, an enticing narrative that leads players from one location to another and gives them purpose.

First, the scenes. Intricately detailed rooms, halls, streets, gardens, and all sorts of locations showcase a wide array of items and objects. Your goal, as a player, is to find specific items hidden within these scenes. But wait, there's more! The way these required items are presented and concealed among other objects adds an extra layer of intrigue and excitement.

Finding these items involves a fun two-step process. First, you'll identify what you're seeking and then scan the scene to find them. But hold on, that's not all! Brace yourself for even more excitement on our challenging levels. Picture yourself searching a dark room with only a flashlight or burning match to guide you. Or imagine collecting items in an icy room where each object must be thawed before you can retrieve it. These thrilling search modes bring undeniable difficulty and variation to Hidden Object gameplay in G5 titles.

In these immersive games, your task is to carefully explore scenes filled with static, detailed pictures, all in search of those elusive hidden objects that will help you advance the game and the story. When you find all the required items before the level timer runs out, you've successfully explored the scene! If you don't manage to beat the timer, better luck next time.

The Secret Society is G5's third hidden object game for Windows, taking you on an intriguing journey to uncover a hidden society with the power to travel between fantasy realms. Follow the clues to find your missing uncle and open the door to new universes!

I have attached a simple file that demonstrates this. I have the person and a block in scene 1 and another view of them in scene 2. When I hide the person while in scene 1 and go to scene 2, upon returning to scene 1 the person is not hidden anymore.

The object placeholder represents an object expression that evaluates to an object in the Applies To list. If object is omitted, the UserForm with the focus is assumed to be object.

When an object is hidden, it's removed from the screen and its Visible property is set to False. A hidden object's controls aren't accessible to the user, but they are available programmatically to the running application, to other processes that may be communicating with the application through Automation, and in Windows, to Timer control events.

When a UserForm is hidden, the user can't interact with the application until all code in the event procedure that caused the UserForm to be hidden has finished executing.

The following example assumes two UserForms in a program. In UserForm1's Initialize event, UserForm2 is loaded and shown. When the user clicks UserForm2, it is hidden and UserForm1 appears. When UserForm1 is clicked, UserForm2 is shown again.

Hi, all! I didn't play hidden object games in a long time and recently I rediscovered how fun and entertaining they were! I like the ones with a good story behind that keep me focused for hours, but I am open to play different types. So please, could you tell me which are your favorite hidden object games or what games you played recently?

Hidden-object games often feature narratives woven through puzzles. The storyline progresses as the player solves each scene, uncovering objects that may serve as clues or tools to unlock subsequent parts of the story. Beyond the standard hidden object scenes, these games feature mini-games and puzzles. These can range from jigsaw puzzles and riddles to logic puzzles like match-three games. They break up the gameplay, providing a refreshing change and an additional challenge. Solving these mini-games is crucial to progress in the story, as they provide items or clues for subsequent scenes.

Some advanced games in the genre have begun incorporating interactive and dynamic objects. These are items that players can manipulate, move, or even use to uncover or alter other items in the environment. This feature adds depth to the gameplay, requiring more profound interaction with the scene beyond simple point-and-click.

Finally, the hidden object genre is known for its replayability. Games often offer bonus rounds, alternative endings, or unlockable content that provides new challenges. The objects players need to find might change locations in different playthroughs, or there might be new, more challenging modes that unlock after completing the game once.

Hidden object games are more than just visually appealing scenes and challenging puzzles. They can also offer rich storytelling experiences that draw players into immersive worlds, keeping them engaged and eager to uncover secrets. Crafting a compelling narrative in hidden object games for PC and seamlessly intertwining it with puzzles is an art form that elevates these games to new heights.

Popular plots engage players and provide a rich backdrop for the challenging puzzles and hidden object scenes that define the genre. Here are some of the most beloved and enduring plots in hidden object games: 2351a5e196

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