MMF2 Build 257.12

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Hi everyone,

    The official release of the build 257 of MMF2 is available (257.12). Use the Check for Update command of MMF2 to update your version.

    You can also download it from the private "MMF2: Owner's Lounge" forum.

    This patch updates MMF2 and (if they are installed) the Unicode version, the SWF exporter, the iOS exporter, the XNA exporter and the Android exporter.

    If any issue, you can reinstall the Please login to see this link..


    Bug fixes in the editor & PC runtime

    - Path movement editor: crash when you want to set pause or speed for the first node of a single line.
    - PC runtime (Direct3D): incorrect image or crash when you use shaders that use images, go to another frame and come back.
    - PC runtime: Collision With Box was ignored on layers greater than 1 unless Handle Background Collisions Out of Window was selected.
    - PC runtime: when you modify the font of text counters at runtime, it's sometimes incorrectly modified.


    Bug fixes in the iOS exporter

    - ForEach "part of loop" and "part of group" condition bug
    - ForEach object: crash for qualifiers
    - GameCenter: Crashed getting friends list
    - GameCenter: Crash when getting multiplayer players
    - GameCenter: Now uses the correct leaderboard category when fetching scores
    - GameCenter: Send achievements fix (again)
    - GameCenter Achievements fix (from Urban Monk)
    - GameCenter Leaderboard crash when built with the unicode version
    - Edit object: Uses border and 3D look flags (3D look gives a slightly rounded border)
    - Edit object: Forces the control to redo word-wrapping when setting text.
    - Workaround for crash in iOS 6.0.x (that doesn't happen in iOS6.1) when using Popover controllers (ActivePicture/GameCenter)
    - The runtime will now ask the graphics card the maximum allowed texture size
    - Correctly scales UI elements no matter the view scaling
    - Prevents crash in replace-color for RGB888 images (opaque images of certain sizes)
    - Slightly better input lag reduction (still working on optimizing it further)
    - System boxes incorrectly detected a click at the start of the frame if the finger was over it at the time of the fram change
    - Positions relative to the first object created in a game was incorrect
    - Added backdrops had incorrect hotspot offset (for collision detection)
    - Crash in Advanced Direction object
    - Flocking object had bad collision detection against backdrops
    - Active Picture crashes
    - Active Picture memory leak
    - Several backwards compatibility fixes
    - Crash in Camera object on older iOS versions when dismissing the UI
    - Crash in sub-apps regarding UI element positioning
    - "Leaking" subapps. If not manually destroyed they would never go away and you couldn't create more of them. Now they are automatically destroyed if the subapp ends its application.
    - VSync now works for 30 FPS and 15 FPS settings in MMF2
    - iOS Multiple Edit, Date & Time and HiScore objects didn't read their text properly when built with the Unicode version
    - Optimisations:
    ... Huge performance boost in scrolling games with backdrop collision detection on layers above the bottom one.
    ... Many smaller OpenGL performance improvements.
    ... Several internal optimisations when creating rotated collision masks.
    - New features:
    ... List object: new display mode, TableView. Allows different detail views.
    ... Sound frequency and position enabled for sounds played using OpenAL.
    ... New support for modal subapps. The host app is paused while the subapp runs.


    Bug fixes in the XNA exporter

    - the exporter works on both Windows 7 and 8 (take a look at the documentation)
    - the exporter now works with both the Windows Phone 8 and Windows Phone 7.1 SDKs
    - new Dead Zone property in the XBoxGamePad object, allowing you to receive the data from the sticks directly, even if imprecise
    - Windows Phone : support of Fast Application Switching system (the application is revived after quitting and coming back with the back button)
    - XNA Game Services object : Get player Alias and Get player presence did not work
    - protection against bad images in games
    - Date & Time object: the object set to count down always displayed 0
    - XNA Edit Object : the "keyboard has just been closed" condition was not always triggered


    No change in the SWF exporter in the build 257, the next build will contain SWF fixes.


    Let us know if any problem.

    Thanks !

    Yves.


  • - PC runtime (Direct3D): incorrect image or crash when you use shaders that use images, go to another frame and come back.

    I assume, this is supposed to be the fix for the issue I posted a couple of days/weeks ago. I am currently in beta testing of my game and one of the testers just got the exact same crash with the updated version, so I have to tell you that this problem is not fixed :(

    Please login to see this picture.

    The crash randomly happens after an enemy is destroyed and lots of the same objects get spawned.
    If you need the current version of my mfa to further investigate this crash issue, please let me know.

    Edited once, last by Blue66 (April 3, 2013 at 2:49 PM).

  • Okay, If it's not too late there are a couple SWF I wouldn't call them bugs but inconsistencies. Pause and resume doesn't seem to work in flash, I fixed that by making the channel quiet.. mute.

    Another, Question and Answer object broke an uninterruptable wav and pause/resumed it, making it restart. The game style I'm going for has tracks going on, and that works in the regular test/probably exe version, but pauses the uninterruptable track in the flash exporter and resume of course restarts it. Not too priority since I just moved my q&a object to the first board lol, but I'm just doing stuff for fun here.

    Finally, it'd be nice if there was a way to display the objects animated in the editor on the frame... half the time I'll drag and drop some of the resources and not know which ones have multiple frames of animation in it, and like to get a gist of how it animates, etc. maybe a toggle button so it looks like it did in the older older versions.

    Anyway I'm a pretty happy camper otherwise. This is nice work and shows a lot of progress. I'd like to know if there's a changelog link of like a text file that has it all back to the years, like a flashback to know what's what. Cheers. -bc

  • bernard48, il y a 2 façons: (1) cliquer sur l'option Recherche de Mise à Jour dans le menu principal, (2) cliquer sur Tableau de bord dans ce forum (en haut à droite) et enregistrer son numéro de série pour avoir accès aux forums privés dans lequel on peut télécharger cette version et des versions béta.

  • thing i've noticed for awhile now is that if i have vsync enabled in my game windowed, each frame gets rendered out fine and it looks smooth. if i go full screen though in hardware acceleration mode, some frames seem to just get skipped and the result is a slightly choppy game. disabling vsync negates this effect but it's sort of strange that even if the game's framerate matches my refresh rate and looks fine windowed, full screen seems to not be able to handle it. this has happened in any instance i've ever tried this.

  • I can't find the option for locking toolbars, so they're forever jumping about the place when I misclick...
    If that could be added, that would be cool :)

    Darkwire Software Lead Programmer (C++ & C#)
    Please login to see this link. | Please login to see this link. | Please login to see this link. | Please login to see this link.

  • revient en arrière avec la mise à jour MMF2 Build 256.34 via le lien que Yves à mis dans le topic, ensuite fait : Aide --> Rechercher Mise à jour est tu l'aura.

    ++

    Please login to see this link.

  • Hi,
    I've been having some issues since getting a new computer. I am going to reinstall everything from scratch. I have the Flash, iOS and Android exporters. What is the correct order to re-install everything? I have them all registered (except android) and I also have the original install disks for MMF2 Developer and iOS. Flash and Android were downloaded from Clickteam. What is the best way to go about this to make sure I don't have some exporters updated but not others. My Flash exporter in particular has been acting up. Thanks,
    Brett

  • After installing MMF from the disk update to the latest build (register everything on the forums) then go to the owners lounges and install the latest SWF and the android exporters then install iOS. Just as long as MMF is installed first and upgraded.

    Marv

    458 TGF to CTF 2.5+ Examples and games
    Please login to see this link.

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