Very cool. Nice to see my examples getting some use
Posts by netninja
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.
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.
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You might also find that rounding it differently using Ceil() or Floor() makes a difference as well.
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Hi everyone,
I've isolated a problem with string objects with a lot of text causing massive slowdowns in MMF2 apps.
If a string object is in the frame and contains a large amount of text, it will slow down the application.
Even if the string object is invisible, or destroyed at runtime, or drawn as a background, it will still cause slowdown.
This example provides two frames, the first frame has no string object and should run at full speed, and the second frame is exactly the same but has a large invisible string object on the left side of the frame.
Please login to see this attachment.
Edit: I've reposted this in the bugtracker: Please login to see this link.
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I actually had that black screen issue yesterday as well (Intel-HD as well). It would go out of black if I set the zoom to 50%. But yeah I'd suggest looking at the settings for the card. Try setting everything to default.
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Sorry to revive an old thread, but I'd be interested if anyone has a solution to this too. A way to blend the frames on scrolling or something would be awesome.
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Thank you for the update! My game runs well in this now!
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Francois - ahhh yep that makes sense. So does it allocate space for those 20,000 objects at the start? My PC game typically has 1,000-2,000 objects at runtime. Will I see a performance increase or lower memory footprint if I set the max objects to say... 5,000 instead of 20,000?
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Thanks for the updates!
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I always seem to set mine to 20,000. Is there any difference if you don't?
When you reach the object limit the consequences are always going to be worse than slowdown. Randomly not creating / destroying objects is going to break your game
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Glad to hear it works! I've got a similar sized project, however it crashed. So I'm waiting to see what happens with that
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Wow that is slick. I like it a lot.
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I always use filled boxes these days as well. The new ticks look nicer, but I'll stick to boxes I think. Easier to read.
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The new IDE looks great! My latest project however simply freezes (and then crashes) when I run it with no errors. Guess I'll send you the .mfa Yves!
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While I don't have time to create tutorials, I have a great deal of experience in testing many different runtimes of MMF2.
I've got some big projects that I'd like to test for compatability with MMF2.5, so please include me if you have room!
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Yeah you don't want to give it a custom titlebar.
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I've done what Snail said - the window isn't draggable to resize it, but the player can change resolution options in-game. Does that help?
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That is a very good idea Marv. My game, Dungeon Dashers, however has 3400 lines of code in the main frame spread across countless groups. It would be hard for me to manually add in counters.
Really I want to know which parts of my code may be causing slowdown. And I do know a lot of tricks, but when my project is so large it gets unwieldy.
Does anyone know if Phi was still doing his debug extension?
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Is there any intelligent way of profiling a MMF2 app to see where possible slowdowns might be? I'm interested to see where my game spends most of its time running.
Perhaps through an extension even?
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It's most likely due to a firewall on your computer or router. Make sure that you have the appropriate ports unblocked/forwarded.