Thanks! The characters one is important, at the very least on Windows, I've seen people unable to put their company name because of this...
Hmm I'm not sure, this is a mfa that I was working...
try to use 2.5 "for each" it's faster30032
fredetmumu Today, 11:14 AMThe old ForEach object is slow, you should replace it with the built-in ForEach actions/conditions. I attach a modified version (using a global value to store the current bullet's fixed value).
Yves Today, 10:40 AMI found an old example of 360 degree shooting on this forum and I've been using it to make a twin-stick shooter. It's been working great until I tried to increase the amount of bullets on screen at a...
Kritter Today, 10:07 AMDon't forget that for games like SOTN, everything is not on one big map but rather divided into several parts. The cave zone will be on one array, the entrance on another, etc...
For my Metroidvania...
I cannot reproduce it and I don't see any limitation to the number of characters in animation names. How do you reproduce it?
There is a known issue in the latest build, you can't use '&', '\'...
I've made way too many changes since the last update to be able to list them, but some of the major things are:
- Implemented Volnaiskra's volCAMERA and made some necessary tweaks to it.
- Enemies...
Makes sense to me. It's hard to argue that logic.
Thanks,
Marv
After a long abscence I fired up MMF 2.5 again. It updated to the newest version Build r293.1.
I also followed the instructions here ...
A huge game like SOTN would have tons of rooms and, even though you can spread values to "X,Y,Z" I fell you run the risk of the array size becoming way too big to proper load what do you want.
...
Or don't use ForEach loops at all. They're great,...
Or don't use ForEach loops at all. They're great, and much faster than comparing a spread id value against a loop index (which you will see a lot in old examples), but they're quite often used to do...
MuddyMole Today, 12:46 PM