Newb here! Can I work around copying my engine code and objects into every frame?

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  • I've been aware of Multimedia Fusion for a few years now, mostly through Nifflas because I was such a huge fan of Knytt when I first discovered it and he linked to MMF on his site as the tool he used. Anyway, I finally bit the bullet and bought the software. Happy to be a member of the community and have already benefited from the resources of others.

    I've been toying around with the Frame Editor, Event Editor and some Extensions for a couple weeks to get my bearings and I feel like I'm finally ready to learn what it takes to build a game engine. Specifically a platform game engine. I'm still undecided as to whether I'm gonna use PMO or follow DavidN's tutorial and build my platform engine from scratch. But that isn't really what my question is here.

    I've been reading different threads about building a game engine. And the 2 options seem to be

    Copy the events that make up the core game engine into every frame. (this one sounds like the most tedious method of the two.)

    Build the engine in a single frame and use a map editor to build your levels This one seems like a good option. A lot of posts I've read talk about creators building their own map editors. I don't have much programming knowledge. I'm not really capable of that. I downloaded Ultimate World Creator, but the extensions required to use it pretty much limit me to only one platform. Windows OS. I'd like to have a bit more freedom than that.

    I also considered the TileBox Extension, but even it is limited to only Windows and Flash. And it would only aid me in level design. It wouldn't solve the problem of having to redo everything in every frame.

    Is there another tilemap editor for MMF that is compatible with more platforms? If I get serious about a project I'd be really interested in exporting to XNA, and possibly iOS and Android if I felt the touchscreen controls were good enough.

    Lastly, is it possible to set up a game engine in the Global Event Editor? I tried doing it, but I seemed to be incapable of properly importing my objects into the Global Events.

    Thank you.

  • You could finish the engine and then clone the frame, so it wouldn't be that much of copying.

    And for level editor: There are a lot of level editor examples out there.... look at nivrams page or create-games.com

  • A level editor is the best choice, you'll get dual experience from it and it makes your game much more modular. Then, if your community requests a level editor, you just have to modify some things and you're good to go. You also only have one level frame and any changes you make to the code apply to all levels. This can also set it up to make it easier to download and load maps from multiplayer if your game would support that.

    Setting up a game engine in the Global Event Editor works, just very poorly. You can't use qualifiers, and you still have lots and lots of frames.

    Working as fast as I can on Fusion 3

  • That's still a bad idea because you can't use qualifiers. It's also a bad idea to make level-specific things; players often wish to see one-time-used things more than once.

    Working as fast as I can on Fusion 3

  • Making your own level editor in MMF is the way to go.

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  • using load level would be wiser, i crossed a node in my path where only a certain amount of active objects are able to run at runtime so more frames will be needed

  • using load level would be wiser, i crossed a node in my path where only a certain amount of active objects are able to run at runtime so more frames will be needed

    Uou can change the maximum number of objects in a frame through the frame properties. By default it is set to 500, but you can change it to any number up to 20000.

    Working as fast as I can on Fusion 3

  • I would suggest making a level editor, which can be pretty easy depending on the method you use to make it. I think there's a limit of around 2,000 unique active objects per frame but that limit is really hard to reach unless you get really really sloppy. As LB stated, it's quite easy to change the number of active objects per frame to 20,000 in limit.

    I could be wrong, but if you really want to use multiple frames, rather than making a level editor, build your engine into the behaviors of global objects like the player object and such and make sure "same name and type" is selected for the global object syncing.

    I see you.

  • If you don't want to mess with making a level editor, you can always program the events into objects, and make them global. Though like already stated here you can't use qualifiers within behaviors in general. But through object naming glitch (apparently as they call it. But I consider it a feature. :)) you can set it up for objects behaviors to use qualifiers. That's basically what I'm doing. As I don't have any clue on how to do level editors besides building the stage map in the frame itself.

  • Well..... If MMF3 will have the option to use qualifiers within object behaviors, I'd make use of it. Or an update to MMF2 that allows qualifiers within behaviors, I'm willing to give it a shot.

    So far I haven't had any glitches happen for no reason. Whatever the glitch was probably happened because of something else. I imagine the glitches for no reason would happen if I went to do extensions or something. Otherwise I am not sure which glitches to look for. :P

  • You can code your entire engine in the global event editor, yes you can't use qualifiers and, depending on your game, that means you can get around that just by adding some extra lines of code which is less work than making a level editor (which isn't as quick or easy as you may think). For certain kind of games having no qualifiers could be a spoiler, so try it before on a single frame and if it works then copy the frame events to the global events if qualifiers are totally needed I would still go for the code copying/pasting method over the level editor (personal preference).

    Also level-specific stuff is not uncommon, is the equivalent of level scripts, things that happen only in one frame no need to have them on your global code.

    I've tried the level editor route it didn't work for me, by the time I was done making the editor I had spent a lot of time and energy that could've been better used on making the actual game. So think about it, some may find it a good choice, we are all different, to me it was pointless and counterproductive. Just sharing my experience.

  • There are plenty of ways to load levels without having to make your own level editor. You could store the levels in image files, where the RGB of each pixel corresponds to values given to a tile. You could do an ASCII map (Nifflas does this for his games now) and write your levels in notepad. You could also use an external level editor program, such as Tiled or Ogmo Editor and then parse the level files.

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