Posts by Hempuli

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.

    Well, it's been a pretty long while since I've been around. I'm curious how this object has aged, what holes have opened up as the fusion platform has changed, etc.

    Hi!

    Xlua has been an absolutely necessary part of my Fusion usage ever since I was taught of its existence and how to use lua. Thanks for making it!

    It seems that mmf.newObject() has a memory leak; using it extensively accumulates memory usage, leading to an eventual crash. There are some other features with slightly similar problems but for the most part the object seems to work perfectly. The online documentation is also great. Again, thanks!

    Please login to see this picture.
    (The circle is actual mouse position, the red/green shape is the Mouse Pick X/Y/Z position)

    I'm trying to translate mouse coordinates to 3D coordinates by using a plane. As far as I know the only way to do mouse-firefly -interaction is via collisions and Mouse Pick. However, since Mouse Pick is essentially raycasting, the coordinates it returns aren't positioned at the mouse, but rather on some other point that is between the point the Mouse Pick tests and the camera. Changing the Y position of the colliding plane doesn't seem to help; the Mouse Pick test point moves "downwards" accordingly as far as I can see. I can't apply an offset to the values I get, either, because the offset between the actual Mouse Y and Mouse Pick Z position changes based on depth.

    So; how would I translate the mouse X/Y to Firefly X/Y/Z more accurately?

    The MMF2 versions of them should be enough. The only reason that the Alpha Channel Object is ported to MMF2 is for backwards compatibility purposes. The Platform Movement Object is also ported to MMF2. They are both in Please login to see this link.. How about you try downloading that and seeing if that works?

    Unfortunately opening some of these files in MMF 2 would require me to first open them in MMF 1.5 in order to remove some other stuff that MMF 2 doesn't have (in this case, 1000 global values & strings -extensions). So yeah, I've already tried doing this but no dice. :(

    I think there is actually a version of the alpha channel object available for MMF2 in one of the bonus packs. That should let you open projects that require the alpha channel object. I don't know what platform.cox is, but it might be the same thing as the platform movement object, though I'm not nearly as certain on that one.

    Problem is, these extensions are very crucial in their respective games, and having to remove all alpha channels to get a project running might require destroying the whole engine. Platform.cox is none other but our beloved Platform Movement Object, which didn't originally come with MMF. PMO is one of those extensions that prevent you from opening the game altogether if you don't have the legitimate .cox -file.

    So, I'd be very grateful if someone could recover either of these extensions from somewhere, although with large emphasis on Platform.cox! :)

    Hi! Thanks for the trick, Marv -gonna use it to get past some limitations.

    However, there are a couple extensions that are so crucial for the game to work that I'd rather have the original .cox -file than remove all code related to the extension.
    Might anyone still have Platform.cox and/or AlphaChannel.cox on their hard-drives? It'd allow me access to quite a few older projects, so I'd be very grateful. :)

    So then, I bought MMF quite a few years ago, but only recently upgraded it to Developer version. I also recently bought a new mini-laptop for the purpose of being able to dev and plan things while not home. However, there are two problems with this. The more important is that due to being a mini-laptop, it doesn't have a CD drive; thus I can't just install the program and then install all later updates. Another is that I'm not sure if there are legal problems with trying to install the later-bought Developer version (as well as the SWF-porting addon). So, my two questions are:

    1) Is there some way to install a bought copy of MMF 2 without a CD? Obviously just copying the files from the CD and sending them to the other laptop is illegal, so I'm wondering if I should just buy an external CD/DVD drive and go with that.
    2) Is it ok if I just send all later-bought and -received patch/addon installers to this new laptop? I technically have them all on my computer, but I'm not sure if there're some problems, legal or otherwise, with this approach.

    I suppose my questions are such that they require input from Clickteam employees.

    I've participated Ludum Dare for 6 times now, every time with Multimedia Fusion 2. It's always been a lot of fun, and I doubt the experience is much different from using any other tool. If anything, with MMF 2 it's easier to prototype your idea quickly and then get to the polishing stage. 3 times out of 6 I've been so happy with my entry game that I've polished it further after the compo, so that tells something too. For me the biggest problem is coming up with an idea fitting for the theme; after that it's very easy and fun to get working. That may differ from dev to dev.

    If you're curious about the rules or such, there's a very active IRC channel for Ludum Dare at the server irc.afternet.org, with the name #LudumDare.

    Quote from Paul_Boland

    Try a fresh install of MMF and see if that fixes it.

    Last time this happened, I actually reinstalled everything twice, first to see if it helped and a second time because it didn't.

    I'd really want to get some of the fixes in this newest version (specifically the scaling-related ones), and I'm kind of tempted to try installing it again in case something weird happens and the problem doesn't reappear. On the other hand, though, I really wouldn't want to go through the pain of re-installing MMF 2, HWA, SWF exporter and all extensions/shaders if it doesn't.

    For some absolutely absurd reason my copy of MMF refuses to recognize the INI extension after updating to the newest version of the flash exporter. This not only affects the SWF exporter version, but also HWA and all my other versions of MMF 2. The kcini.mfx can still be found in the extension folder, but somehow the program refuses to recognize it. INI++ works, but since this is quite clearly a bug and I really wouldn't want to start to migrate all my projects to INI++, it'd be great to hear some information on this. Has it happened to others? Is there some plausible reason to why it happens?

    After trying stuff, it seems that the glitch is related to the active picture objects I'm using. The game takes 3 screen captures in fast succession with the screen capture object, and then loads the captured screens to the active picture objects. In certain levels, if I perfom this screen capture action and move to the next level, the graphics will glitch out. Nothing else makes the glitch to appear.

    So, I've been making this game. There are currently around 9 frames to the game, and I suddenly noticed some very weird stuff happening when I tried to play it from the beginning to the end. Somewhere around level 5 the graphics glitched fiercely, and the glitching lasted until I closed the game and started a new one.

    It seems that the glitch randomly mixes up the frames of counters, actives, active pictures and backdrop objects. Also separate animation frames became frames from other objects.

    I think I saw similar graphical glitching in New Satan Sam, but I've got no idea what causes it. I added a quickkey to jump from level to other instantly, but that way the glitch didn't occur. It seems to occur only when I've completed certain amount of levels the 'proper' way, which makes no sense to me.

    Here's the glitched frame:
    Please login to see this picture.

    And here's the normal frame:
    Please login to see this picture.

    I guess it's quite much impossible to help since you can't see the code, and the bug apparently is caused by MMF 2 itself, but I'd love to hear if others have encountered something similar!

    Quote from pirodaggar

    it gets more complicated to do this actually, because instead of using the object to do the collision detection, you need to position a detector under it. Set it's value to the value of the objects, and use that to call the object within the conditioning. Or just position it below the object and use the loop index before to move them together.

    You might need to add an infinite loop before loop 2 that you can stop, so that way it'll cycle through all of 1. Let me know if it works!

    Well, I've been trying to do this with sensors, but if I spread the ID values of the enemies and the sensors, and try to make them recognize each other with those ID's it bugs. Basically an event 'IF value A(enemy) = value A(sensor)' doesn't work.

    Wow now that looks imaginative! I've never thought it could've been done that way! :D
    ...But however, I need accelerated gravity. I think I didn't say it clearly in the first post, but I can accept movements with sensors, I'd just like an example on how to get the sensors and the whole movement WORK with ,any enemies at the same time. :)

    I've been trying to do enemies that jump around the play area. When it comes to wall detecting, I've been trying to avoid making sensors, and the results have been glitchy. Now then, when I try to use sensors, I spread value A of the sensor and the enemy to make each have a separate ID. However, if I try to make an event with 'if value A of sensor = value A of enemy', it bugs totally, and A) can't find the sensor or B) the event affects to every enemy in the play area at the same time.

    Does any of you have any examples or other kind of help for doing enemies with gravity?