Is there a link to download ios 2.0 or is that the version that gets updated automatically with the latest mmf2 version? For me right now it feels like the exporter was abandonned 2 years ago. I only have slots for old device icons, no resolution for the latest phones... Won't let me upload on the app store because of missing icons which I do not ahve the option to add in mmf2... Help please. Thanks!
Posts by Shmuper
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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Yup, this runs crazy slow!
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Just found this in the official PDF document about behaviors. They are definitely not supposed to run when objects are not created.
Behaviors can reference other objects from the frame. The
reference is made from the name of the object: if the referenced object
is present on the frame, then the events are activated, if not, they simply
will have no effect. This feature make them even more powerful : you
can prepare objects that will automatically trigger other objects if they
are lying beside them, or stay quiet if not.link : Please login to see this link.
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Hey there !
I just discovered a nasty bug.
I have a homming missile that has a few "destroy" events. This one event runs even if the object does not exist. I have create at start unchecked and when I llook at the debugger it shows that there are none in the scene... yet that behavior event runs in a loop regardless :
condition actions
target object count <= 0 create explosion object destroy missileNow that object has "Create at start" unchecked and when I start the frame you can hear the explosions looping, basically that event runs in an infinite loop and tons of explosion objects are getting created. There are no missiles in the scene yet, I checked the debugger. :0
I still see my object counter in the debugger jittering. So I assume that this is not the only object getting created for no reasons
and it's a paint in the trunk to debug. I only found out about that one event because it calls a sound every time it appears....
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Awesome, good to know ! Thanks for sharing.
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Solved it by getting the LAST joint ID value and using that as Body ID and then using (2) as the Joint ID (remove joint by Body ID). I don't really understand it but it works. lol
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Well it's all about figuring out three things at once rather than just one. MMF2 Extension SDK, BOX2D , BOX2D iOS version. It would accelerate things if he had more source code for MMF2 extensions. Before he can port anything to ios he needs to understand how MMF2 extensions work etc.. So the more examples (source) the merrier.
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Hey there,
I have a mouse joint object(A) following my player, when I press a button it creates a distance joint between my hero's mouse joint object(A) and another object(B). I can then move the Object with my character. However when i try to remove the joint (between A and B) , I go "remove by object" and choose Object(B) but then it also kills the mouse joint on Object A. It just won't follow my character anymore... I am out of ideas -_-
In a nutshell, what I am doing :
I want Object(A) to follow my main character (working with Mouse Joint)
I want to create a Distance Joint Between Object(A) and (B) on buton HOLD (Working , Distance joint between the two objects)
I want to remove the Distance Joint Between Object (A) and (B) on button release. Problematic, the mouse joint does not follow my player anymore and I think it might still be there since my debugger is showing 1/128 joint instead of 2/128....)So far everything works until it's time to remove the Distance joint...
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I have someone that wants to give it a shot, he's a professional programmer over at Activision... That's all I can say for now but he really needs the source code for the BOX2D MMF2 extension. I guess Looki's BOX2D flash would prolly do as well. Send me a private message with a download link and I shall have my budy take a look. I guess that once he has an idea of the task at hand he will say yes or no lol. But without any source code for one of the mmf2 Box2D Extensions he's clueless.
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It's all about overdraw... I've got sprites that are on top of other sprites or quick backdrops, and that's without the background layerr underneath.
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Really. There is one place in particular where I happen to be right in the center of a quick backdrop that must be like 2000x2000. Very huge. The other place with slow down is somewhat similar, it has a bunch of huge backdrops objects that you only see the top of for example. I though tit could be a problem with drawing an object way to big that goes off the screen. I will try deleting those and replacing them by smaller ones. I hope that DX doesn't hate small textures because my game's tiles are usually very small, but the world is humongous but so far honestly 60 fps most of the time on a 1.7 ghz computer (320$ laptop) and the game's resolution is set to 1280 x 720...
HUmm it seems to be caused by tiles with alpha. Could it be that alpha textures are very gpu intensive ? Is there a performance difference between using a color alpha or a PNG with alpha channel ? ANyone of those is better ? So far I am using a key color instead of alpha png...
One more thing, does unchecking Transparent on an object that has no transparency any good or useless ?
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Hey King cool. Actually my FPS is pretty decent now, I locked the game at 60FPS and v sync on, using DX9 and it is pretty decent ! I am just experiencing some fps drop on lower end machines (1.7gh laptop) when I am over some huge quick backdrop objects (the kind that are the size of like 20 screens, I am thinking that I may need to chop those down a bit !). Otherwise I am really happy seriously 60fps ona 1.7ghz laptop and my game's resolution is 1280x720 ! =]
For the viewport object it is hard for me to explain. I will post a .mfa file for you guys! it's very simple and works like a charm so far I don't have any issues with frame rate using that object.
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Hi Krim ! Sorry for the Ultra late reply. I tend to bury myself deep when I am in mega creation mode
Actually I use a small very basic equation for the viewport object to scale up or down the zoom value while keeping it centered. You just have plan things well for making sure that your pixel ratio is always a square number (if your application is 640 by 480 and you are planning on keeping the game zoomed in or zoomed out between two resolution, then 640x480 would be your zoomed out resolution and then you would zoom in to half that resolution or one quarter of that resolution). I could send you a .mfa of it. Let me know.
Mo
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Hi all, long time no post. =)
I am having a fairly big FPS drop in my game and it's confusing. It's all happening in one small area, by walking a few seconds the FPS drops down.
So one side is very "heavy" technically speaking, with a big animated active object repeated 12 times and huge backdrops (256*128 x6 of them).
The other side has lots of small and big 'quick backdrop' objects but none of the above is visible.The side with quick backdrops gets 50 fps while the side with the crazy sprites gets a stable 60. lol
Any ideas ?
I will do a few tests and try to keep this thread updated as I keep on testing...
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I have a beast of a computer, i7, 12 gigs of ram, a GTX something with 1gig of Vram. I found out that the best results would be with Direct X 8, fps at 120 with V sync and the frame using Timer-based movements.
it's perfect. Now the only jerky movement left is in platformer mode, and I am using the Platform movement object so I suspect that it might be something related to the platform movement object not being affected by the timer based movement of the frame thus getting a very funky sync between platform movement and the center display event.Bottom line is I am afraid that my current app settings (120 fps, vsync, DX8) might be very specific to my machine... I don't know if there's an easy way to make it all machines friendly.
Second thing is I guess I will have to go with my own custom platform movementssucks I was happy with the platform movement object.
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My problem is basically screen tearing extravaganza. And it doesn't look like it's due to the Viewport object. The best results I am gettign right now is with V sync off and Directx 9. It gives me a super smooth experience except for a huge screen tear right in the center of the screen. I'm so close
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Great example ! I used the viewport object as well but I am experiencing a little jerking when scrolling in my level. I saw your example uses only one layer, that might be where my fault is. I am using 4 layers : background (so that it can paralax a bit), main layer, debug (bunch of hidde counters) and HUD. Makes it easier to work by hiding stuff etc... I have my viewport object sandwiched on the third layer so that the hud elements are not affected by the zooming... Maybe I should try removing some layers... Thanks for the example !