Posts by uncleswell
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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HERE IS THE ORIGINAL POST that the link goes to:
Hey guys, just downloaded the new MMF2DEV update, ... a project of mine uses a list object, I was already limited to a certain size and placement, but the new update seems to make the list object the width of the screen regardless of whether the "Allways fill screen width" option is checked or not. (also, "allways" is a typo.. but idc about that lol)
I've tried replacing the list object with a new one, and rebuilding the entire application and ended up with the same results. I haven't done much thorough testing past that, but I will continue. I just figured that I may as well ask around in the meantime.
Is this a bug, or am I missing something?
Thanks for the help as always!
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Hey guys, just downloaded the new MMF2DEV update, ... a project of mine uses a list object, I was already limited to a certain size and placement, but the new update seems to make the list object the width of the screen regardless of whether the "Allways fill screen width" option is checked or not. (also, "allways" is a typo.. but idc about that lol)
I've tried replacing the list object with a new one, and rebuilding the entire application and ended up with the same results. I haven't done much thorough testing past that, but I will continue. I just figured that I may as well ask around in the meantime.
Is this a bug, or am I missing something?
Thanks for the help as always!
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I ended up building a custom list composed of strings. It actually suits this application better, but your advice will not go unused! I've plenty of other things I can use a list object for so ill try that out then. Thanks!
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Has anyone got a fix for this? would be super helpful
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Apparently, you are not able to "Set Object" at Start of Frame. It results in a crash saying "error: address doesn't contain a section that points to a section in a object file ... Thread 1: EXC_BAD_ACCESS(code=2, address=0x0)"
simple workaround: set object any time after frame start.
This may just be because my active gets created before the object at frame start... idk. Just wanted to put it out there in case anyone has a similar issue.
heres a screenshot of xcode when it happens:
Please login to see this attachment.
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Perhaps this has been asked before since it seems really simple and I'm a bit frustrated at myself for fumbling over it.. but I'm building something that is using the timer to increase a value every 1/100th second.. but the actual time is way off.. I'm assuming the timer is directly related to frame rate because when I make the frame rate 100fps, then the millisecond count is accurate.
There must be a way to get an accurate timer at 60fps (since I'm going to be exporting to iOS)... or is it safe to keep it at 100 if that's the only way?
I've been reading about and messing around with Vsync (sets frame rate to refresh rate) and the Timer based movements property.. but the only successful combination I've found is framerate: 100, vsync: off, timer-based movements: [seems accurate regardless of setting]
Am I missing something? or is the timer object really just a frame counter that is independent of actual time?
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Want some original music or sound effects?
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I used to have key object (key.mfx) for a while, got a new computer, resinstalled MMF2dev and now I cant seem to get a hold of this extension.. I have a few links like this: Please login to see this link. , but no luck
I used extensionview to get "keyboard object" (keyboard.mfx)and I'm testing that right now but idk if thats the newer or an outdated version of key object.
If anyone could point me in a better direction, or even reupload it, I'd really appreciate it! Thankyou!
EDIT: Nevermind, I was able to find it in extensionview, I had the extensions listed in an odd order. My impatience got the best me! Oh well, still, the link I posted above should be edited/fixed for future use.
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Hello, would you be able to upload this again when you have time? I just got a new computer, and tried redownloading these, but the link is giving a 404.
No rush, thankyou and good job on such a great widget... I wish more people were replicating native iOS features like this.
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Marv! I'm one of those [many] people you've never directly communicated with but you have been instrumental in my progress and success. Your posts/examples/replies/solutions/comments are often the end of my searches. Not to mention your name was the first time I had ever seen "nivram" outside of my own head. (I have a friend Marv that I grew up calling that lol...)
Best of luck to you sir, not that you need it since I've not a single doubt you are capable of a full recovery well beyond any expectations.Thanks again! Hang tight! Most importantly:
Enjoy LIFE. -
also interested...... this would be super awesome.
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Recently faced this question myself, and ended up rewriting an entire complicated saving system due to poor research on my end. INI is good (as others have said) for storing simple data. I used to employ INI all the time for stuff on the PC runtime and I loved it. But once I got accustomed to using the array object, it's just as effective. INI also has a size limit of something like 42kb? IDK.. I never tested this but it seemed to be the consensus.. and I couldn't risk it so I switched to the array object. Point is if I have to choose from now on between the two on iOS, I'm probably going to stick with the Array object main game data.. and INI for stuff like lists of savegames and their associated info. Hope that helps.
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I looked around for a bit for this answer, and maybe I'm blind but I figured I should just ask.
I'm quite sure I've done this before but I cant seem to remember how.
runtime is iOS
I have a frame within a frame via the subapplication object. The "sub-frame" has a scrolling feature which scrolls both vertically and horizontally. My problem is that it is responding to input that is made outside of the sub-application object.. so even a slight touch on an active that is outside of the subframe causes the subframe to react by scrolling.
I'm sure it's a simple answer. Any help is appreciated!
On a similar note, it's not in the help contents.. but what is the function of the "Display as Sprite" property in the sub-application object?
Thanks!
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I've been waiting patiently! Very excited!
DITTO! So happy Thankyou!
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There is a location object that allows you to use the gps. Also, what kind of information do u need to store/retrieve? There is the INI and array object you can use for that.
Also, as far as how to actually display the info on a map, I know there have been some threads about it..which I was just about to search for myself when I found this. If you're using maps in Xcode, make sure you're updated to ios 6 development because they're dropping google maps support.
I'm not sure if that was any help(im much more used to asking questions than trying to answer them lol) but If u have any more specific questions, I'll try to help and I'm sure other users could go into detail.
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Changing the current position obviously changes the current position so every time you change it, it changes. That said, only one particular fast loop ever runs at once. You can however run one fast loop inside another, and another inside of that, but the parent loop is always paused until the child loop has completed the final iteration.
Personally, I never use or refer to the current position, but instead loop through and compare to the loop index. What exactly are you trying to do?
Chris, thanks for the reply. That's what I thought..
However, I was under the impression that separate behaviors were 'processed' by MMF's event-reader independently and not in a particular order. So the Main events in the frame, Object 1's behavior, and Object 2's behavior are all run at once instead of checking the main events, THEN object 1's behavior, THEN object 2's behavior, etc... Is this correct? If so, I would imagine that two fast loops COULD in fact occur at the same time (in separate behaviors or in a sub-frame).
Maybe I still just don't understand all the ins and outs of the runtime engine.
As for what I am trying to do, I won't go into too much detail.. but Simply, I will have multiple object behaviors that contain events which each pretty much consistently access/alter the same array for different purposes. So obviously, a conflict in which the current position is rapidly changed by 2 separate processes that rely on the current position to access specific data will open up the possibility for error.
I am currently using the loop index method to avoid that.. but I have found that some of it will be much more efficient if I can use the current position.
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Hey!
I have two separate behaviors using fastloops to work with an array object and they both alter the Current Position and read from it.
My worry is that if the fastloop from each behavior are running simultaneously, they may conflict with each other by altering the Current Position at the same time in the Array Object producing inaccurate results for either or both processes.
Is this a reasonable concern? Will I have to make sure that processes making use of the "Current Position" function are never running at the same time?
Or is the array object able to create multiple "instances" of the current position? (I dont think that's the case.. just asking)Also, does the Current Position carry over to other frames if the array is global? Might I run into the same potential conflict issue there if using a sub-frame?
Thanks in advance!