Hello, I'm very new to Multemedia Fusion as I used to program games for fun using the free version of game maker, but I wanted to be more serious and got Multemedia Fusion. What strikes me as a big difference is in game maker, it seems you'd first build sprites that went to an object that then went to a room, while here its backward. You make a frame (from what I can tell, it's the equivalent of a room) in which you create an object, and then give it sprites. My question is, do objects have to belong to one frame each or can I have the same object in multiple frames without duplicating the object type? Also, does the same apply to sprites? If I want two separate objects to have the same sprite, can they share the same sprite or would I have to duplicate it to go to each object? I'm sure this seems headbangingly simple to people that use this program but I am having a slightly rough time trying to rethink the way I go about making games. Thanks!
Can frames share objects?
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Not in 2.5. You'll need to duplicate them in each frame. A bit of a pain, but once you've duplicated the object, you can copy your code and it will match up. I seem to remember something about global objects being a possibility in 3.
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1) You'll have to bring the object to multiple frames.
2) Yes, same with sprites.
3) Yes, you can have 2 objects with the same sprite. You can make another active and use that sprite.(p.s I'm not at my computer to check.)
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There is a Global Object button, which probably would help, it keeps the object properties the same in all frames (but you would still need to copy/paste it between frames at first). It you want to make the events the same too, you would want to use the Global event editor (Application properties> Events).
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In Fusion the notion of 'Sprites' doesnt work as it would traditionally.
- You create 'Storyboard Frames'/ Levels/ Rooms, and insert Objects into these 'Storyboard Frames'.
- An 'Active Object' has 'Animation Frames' which more or less relate to a traditional 'Sprite'. You can copy this AnimFrame/ Sprite from Active#1 to Active#2 for example, but it will count as an additional "sprite", in other words it will not simply re-use the same resource ( being the "sprite" in this case )
- If you want to re-use sprite resources in this way, you could have a folder system on your computer containing the graphical sprites and load them dynamically into your Active Objects through coding ( Event Editor ), but this could be advanced and i wouldnt recomend it unless you feel confident/ comfotable. Someone else might elaborate more on this method as i have little experience with it.- You can make Objects 'Global' by checking a box in the objects properties. One of the main reason for doing this is to save space/ memory.
Example:
- You have 10 Levels and 1 large 'Tank Boss Enemy' ( not global ) in each Level ( say 200x200 pixels )
- Your Application will store 10 200x200 'Tank Boss Enemies' taking up memory accordinglyExample:
- You have 10 Levels and 1 large 'Tank Boss Enemy' ( global ) in each Level ( say 200x200 pixels )
- Your Application will store 1 200x200 'Tank Boss Enemiy' taking up memory accordingly -
If you are using these global objects does anyone know if it's better to have one massive enemy object with all spirtes of all enemies vs. A bunch of active objects one per type of enemy which would only have the sprites for that particular enemy?
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I guess you would actuall gain by doing so, but i dont think the gain would be of any significance ( i might be wrong ).
It would definitively complicate things though, potentially.
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