MMF 2.5 Feature Requests

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.
  • Hey! I've recently installed MMF 2.5 and my game seems to run perfectly well with it! I'm very happy with this.

    1. Turn off skin + crosshair/highlight: The only issue I have with all the new great stuff is the skinned event editor. Is there a way that we could turn this off in the preferences, including the crosshair/highlight lines? I find it's about 30% slower to navigate around the editor, compared to the 2.0 version, and it'll definitely slow down productivity in the long run. Just an option to make the editor look like the one in 2.0.

    2. Compile blank frames: an option in the storyboard editor (a tick?) that lets you select which frames you want for MMF to compile as "blank frames". That way, ticked frames just get replaced by empty frames, increasing compile speed for tests or for any other purpose.

    3. Expression editor: remember line breaks - Another thing that would be really good to have is an expression editor that remembers linebreaks. If possible, it would be great if we were able to add comments with a // string. Therefore, code like this:

    Quote

    Left$(STRING, Abs(Len(STRING)*Min(0, Find(STRING, " [', 0)))+Max(0, Find(STRING, ' [', 0)))

    ...could look more readable like this:

    4. Anchor point when resizing the frame -- Basically something like the way you can resize the canvas in any modern image editor: you're able to anchor 1 of 9 points to keep the content where you need it:
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    Edited once, last by Alonso (December 6, 2013 at 5:42 AM).

  • I would sure love to see #3. Good idea. :) Posted it as an FR yet?

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  • Alonso, these are good ideas, especially option 3. I personally am the kind of person who needed the highlight+crosshair in the event editor, because it was a little more difficult to tell what action I was over before, so I can't say I would use the first one, and there is also the fact that the Mac version might not support turning it off, since the old interface relied heavily on Windows-specific interface code (if I remember correctly), but I guess there are people who would use it.

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  • Alonso, be sure to post these up in the BugTracker under the suggestions/features.

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  • Wondering if anyone could change the forum topic name to "F2.5 feature requests", to make it more suitable. Thanks :)

    I don't have access to the 2.5 bugtracker area, but ProdigyX was kind enough to post the suggestions there for me.

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  • Storsogen, it's built into the skin for CTF now. I am going to upload a quick explanation on Skins in the near future. Until then, you can go into the "Skins" folder in CTF and replace the "EE_CheckMark" to whatever you want the icon to be.

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  • +1 for number 3. I always add new lines while initially writing so I can understand but then can never understand it later because it is a large mess

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  • I always wanted a way to change the initial value of a variable in an instance of an object in the frame editor (So you have 2 of the same objects in the editor but they start with different alterable values, sort of like a level editor)
    Right now you can only change it for all objects.

    Is that a possibility?

  • I am gonna suggest some features that Game Maker has that I think MMF should too.

    - the ability to snap objects to a grid when placing them in the frame, and to define the size of the squares that make up said grid.
    - the ability to make the background automatically scroll
    - the possibility for paths to be curved.
    - the ability to do things to paths such as flip them, mirror them, rotate them, etc. Perhaps in the multiple movements editor, you can clone a path and then flip it horizontally.

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  • These sounds like good ideas, particularly #3.

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    Nothing wrong with the icons now, I just have other visual preferences :)

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  • First, thanks for the great update, now we have physics as a base :D

    Was porting over one of my pinball games from B2D flash to Android and I just couldn't get the collision right, I think it has something to do with the way it detects or outlines the shape of the first image. Would like to suggest if we can have a fourth option... by entering our own coordinates under the collision shape option? (As illustrated in the below attachments.)

    It's a pinball paddle so I can't use the Physics - Ground object.
    I am using the physics Axial movement object.

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    Also it tends to miss when the Ball (Physics Bouncing Ball Movement) object hits the paddle at high speed. I have set it to 'Bullet' for the ball but there is no such option for the paddle (Physics Axial Movement) as the paddle is moving pretty fast too.

    Thanks

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  • * Restore layer names to layer toolbar (? now I have to click on each layer to see its name??)

    * Fix the text in all menus etc. and buttons at the top of the properties toolbar. Please login to see this link.

    * Update the help file so I can search it and have relevant results returned for new features. Eg "paint mode" returns nothing relevant; "extension manager" returns nothing relevant.

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