Re: MMF2 Build #242 (Updated)
Absolutely. But I'd say that instead of black and white, 16 colors (or so) should be available. When you check for a collision you can then optionally specify a color. So you could have one color for collisions to the left, one for down, right, top, maybe one for the head, and whatever you like. Because else not much will change and again I will need to use sensors.
(and please no one come with "oh this would be so performance intensive!". Because in my opinion using sensor objects seems to be as intensive as can be.)
Re: MMF2 Build #242 (Updated)
That makes things even better! You could however, make it easier on the event editor and programmer, by having multiable collision layers, all with black and white, and have each layer an index and name. It would be kind of limited if you only had 16 colors, kind of like the alterable values, being limited to 26.
Great idea, never the less. :-)
Re: MMF2 Build #242 (Updated)
a bit off topic...
Is it any point in reporting bugs? Or is they all pretty much mapped out already? Well, here’s two that really I really want fixed, anyway.
- Its not possible to use the “selection tool” while drawing, and then rotate that selected area.
- Sometimes when a string text is made to an active, the active is completely empty
Re: MMF2 Build #242 (Updated)
This bug still seems to exist partially:
Quote:
- Runtime: one frame lag between two objects, when you set the coordinates of the second object in the events with a Set Position action.
I made a new frame, inserted an animated object (A) and another one (B). When A was in front of B it worked fine - when I moved B in front of A, the lag was back. So I moved B behind A again and it was okay. I added a string object, and the lag was back.
Odd.
Re: MMF2 Build #242 (Updated)
It does, but it's been re-fixed in build 243.
Re: MMF2 Build #242 (Updated)
Suggestion:
Animation - Jump to frame and continue
The current Animation - Change animation frame isn't capable of this. It simple forces a certain frame to be shown. What if you just want to jump to a frame in an animation, and let it continue from there? Restore animation frame doesnt start the animation from the forced frame, and speed of animation does nothing when its forced. So the only way to get it playing again is to start the animation again. Thus there is a need for just changing current frame without stopping the entire animation flow.
Re: MMF2 Build #242 (Updated)
Strange. For me "jump to frame" and then "restore animation frame" works exactly like you want it to.
Re: MMF2 Build #242 (Updated)
yeah that is strange.. i did a test prior to posting as not to look like an idiot.. and now when i did another test, it seems confirmed. I am an idiot =)
Re: MMF2 Build #242 (Updated)
I have two machines, one with build R242 MMF2 Dev, and one wiht the new build. The one with the new build, when my character rotates using the new rotation feature of MMF2, the animation doesn't play right, it plays really fast and skips frames. But on the previous build, it plays fine.
Re: MMF2 Build #242 (Updated)
Quote:
Originally Posted by Renatos
I have two machines, one with build R242 MMF2 Dev, and one wiht the new build. The one with the new build, when my character rotates using the new rotation feature of MMF2, the animation doesn't play right, it plays really fast and skips frames. But on the previous build, it plays fine.
Sorry guys, wrong post, i'll post on the corrent topic :-)