I've made way too many changes since the last update to be able to list them, but some of the major things are:
- Implemented Volnaiskra's volCAMERA and made some necessary tweaks to it.
Makes sense to me. It's hard to argue that logic.
After a long abscence I fired up MMF 2.5 again. It updated to the newest version Build r293.1.
I also followed the instructions here ...
A huge game like SOTN would have tons of rooms and, even though you can spread values to "X,Y,Z" I fell you run the risk of the array size becoming way too big to proper load what do you want.
Why do you think it's dangerous to place everything on a single array for the whole game? Care to elaborate?
BUG: on the android exporter, when "smooth resizing" is enabled it only smooths inside the object,
so if an object is on a background, the outer rim of the object will be sharp and not smooth...
Got this weird text glitch on a animation name has 16 characters... You can see that it seems to pick a random character instead
On actions it crops the name:
Yep that happens to me too
There's a bug on animation editor, when you delete some frames and have "Back to" set to a frame that are now deleted, it will go to a missing frame displaying blank.
I am working on a metroidvania engine right now:
Thanks for the advices...
My game Is Just a experiment, I think the game Will have 60 rooms.
I think are 60 objects Isn't a huge problem for the ram, but I have a doubt: how many...
Personally I would use 2 arrays for a map like that. One array for the general world map & another for the actual tileset placement. Maybe there's a better extension for the tiles, but the default...