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Just pondering whether to use MMF2 Dev for an android/iPhone app or just to use the native tools.
Can anyone tell me how the plugin will deal with the varying sizes of android/iOS hardware - if I was developing natively I'd just get my app to stretch relative to the screen, how does MMF tackle this?
Quick question - does anyone know any tips/methods to present a table of data?
eg like: Please login to see this picture.
The objects like the datagrid, listview have really poor customisation for their look/feel (unless I've missed something) which makes them pretty unusable for any games.
Was thinking of using an array and fastloop to render string text onto the screen, but seems pretty daft for something that should be inbuilt...
Hi all, Muddymole is spot on and his diagram describes perfectly - to the best of my knowledge the isogrid only allows the rotated grid option, not the 'staggered grid'.
On top of the array size inefficiencies there are also implications for the code required - eg if I wanted to map the mouse to a square grid covering a certain region of the screen, then snap the cursor to the nearest cell, then if my grid size is as per his 'staggered grid' example it'll just work.
If however it is like the Rotated grid I need to manually create events like 'snap to grid if x columns is < 3 and y < 4', so it does become quite inefficient.
Before I bang my head trying to figure out the impossible - this currently bounces in random directions whilst looking in differently random directions - how do I get them to face in the direction they're travelling?
Great thought! That'll work almost perfectly - just now need to work out how I can allow it to turn in the main screen whilst keeping the same formation shape.
Any ideas from anyone - feels like a bit of clever maths required?
Am wanting to create a routine where objects in the main screen keep to a shape defined in the toolbar.
So in the left side of the screen if I dragged objects into a triangular shape, they would move to match in the main screen.
Can anyone give me some pointers how I could do this - the part I'm struggling mentally with is the relativity of it (ie in the left toolbar the shape will always be facing upwards, however in the main screen the formation could be any direction and also moving.
sorry, not being clear - am meaning normal isometric.
When you create an isometric grid using the plugin, the grid it creates starts at top left (0,0) and moves 45 degrees diagonally down the page as its edge. If you recall games like transport tycoon, they used isometric layouts, but the playing area was flat at the edges (ie 90 degrees, rather than 45 degrees for the boundaries) - a square grid, with isometric cells. Currently the object seems to only create a diamond shaped grid of isometric cells?
'In MMF2, this allows you to have vast amounts of objects on screen with effects like alpha channel transparency and rotations, without slowing down your application. Further, you can apply Pixel Shaders to most everything drawn to the screen- these are transformations applied to each pixel of an image in HLSL which can do all sorts of crazy graphical effects.'
Are there any examples of this? I've built a simple object generating test which seemed to go laggy around 700 objects in MMF2 Dev vanilla, loading it into HWA version didn't seem to make a difference? Am I missing something?
Probably a 'duh' question, but am building an app using the isogrid object and note it creates a grid that is 'diamond shaped' by default.
Like most games I want to convert this to being a 'square' isometric grid - ie with flat tops and sides.
What's the easiest way to do this? I could create a double sized grid and hide the mouse whenever it exceeds certain x and y top and bottom values, but feels a little inefficient...
Just trying to test out these shader effects, so have downloaded all the various packs and am trying out one.
Am trying the Dual Glow shader, can't find any instructions so am stumbling around a bit.
Created start of frame event that: - Sets active object effect to dual glow - Sets effect parameter "oRadius" to 30 - Sets effect parameter "oExponent" to 60