Global Values, Custom Keys, and other Questions...
Heya, haven't been able to do much with MMF2 recently, but now im getting far into the planning and graphics stages of a game im going to do be doing, and messing around in MMF2, etc.. I had a few questions, sorry if these have been asked.
Some of these are assumptions I need confirming, because if something ive assumed isn't correct, ive got to rethink part of my gameplan. Unfortunately due to the type of game im doing, things have got to be right engine wise from the start.:
1) I've noticed no Control X, a object I was hoping to use because I want to have custom HotKeys for the game. (Default unchangable ones would be utterly useless before anyone suggests.)
Does anyone have either any news on a MMF2 conversion, or is there an extention or built in feature I haven't found yet that does the same thing?
2) There is a "Global Events" and "Global Objects" feature, yes? Meaning all such events and objects would be carried over to all the frames right? And do global objects show up in the objects list and is there a way to turn them "off" visible so I only have a list of objects just in a frame?
Lastly would alot of global events slow the game down at all?
3) Any limits global value wise? I've noticed you can add seemingly limitless values in the game properties, but whether MMF2 can handle it or what is another thing.
Lets put it this way - thousands of values due to the changeable nature of the game. Theres a heck of alot to store.
And if the limit is anything like "You have to remember the names of the values due to the event editor only displaying the first 25".. i'm covered, I have all needed values and their roles in an excel file =p
4) Has the sound bug been fixed in MMF2? You know, the one where a sound will play over, and over, and over again while really slowing the game down to a stop? The bug that was in MMF1.5, CNC, TGF, etc...?
I've noticed theres several sound channels (and a built in OGG facility, nice!), and im hoping that doesn't complicate matters, because I do intend to use those channels for astmopheric effects..
5) I haven't spotted it yet, is there a way to make a layer invisible or even a feature to change the global transparency of the layer? (the latter being doubtful but worth a shot.)
6) Is there a feature to "stop" a sound file at a specific point in the file (im talking down to millseconds here)?
Reason: Looping music. Basically would I need to make the music cut off at a very specific point by editing the file and making MMF start the file from the start of the loop (Very useful feature by the way, thanks!)? or is there a way for me to do that in MMF without editing the file?
7)Is the colour replacer as slow as it was performance wise as in MMF1.5? This would determine if I use it constantly or just every so often.
Still, im very very impressed with the improvements to MMF from 1.5.
During my various tests Ive only noticed slowdown whilst using the Mirrior object, and very large window sizes.
I'm going to go out on a limb here and assume that 420 x 400 is alright for a screensize anti-slowdown wise.
(Random size because roughly half of that is GUI, XD, sounds alot but I don't want the trouble of making a pause screen for an inventory and various other things.)
Thanks in advance, and sorry if any of this has already been asked.
- ACE
Re: Global Values, Custom Keys, and other Question
Right, let's see...
1. z33z has said that he's porting his extensions, but we don't know when they'll be finished. I've also asked Jayklik to write an extension that could recognise when a key is pressed (he was bored) - hopefully that will come to something.
3. Apparently there's no limit to the number of global values you can have. But if you're going to have thousands of values I'd recommend using an external file rather than hundreds of globals - it does depend on the nature of what you're storing, though.
4. I did experience that bug a couple of times in TGF/MMF1.5, but never on my new computer - so I can't check. As MMF2's sound code is almost completely new, I think that it's gone (along with the "q" and "r" bugs).
5. The Layer object has actions for this.
6. To be honest I'd use a .IT file for this rather than a WAV, and use ModFusion to handle it.
Re: Global Values, Custom Keys, and other Question
3) Thousands of values are for hundreds of rooms and items to remember. While I assume some of these COULD be stored in an external file, my tests so far have led me to the conclusion that it'd be easy to hack, (to the point I was considering making values and things random)
4) Nice to know. It affected me the majority of the time, and stopped me playing several long natured clickgames due to loosing progress due to this "crash".
And no Q and R bugs? Finally.
5) Ta.
6)Actually I was going to be using .OGG.... (Mostly because most of the music is sorted) Whats an .IT file anyway?
Re: Global Values, Custom Keys, and other Question
An .it file doesn't help anyway unless you're gonna loop the entire song. MMF doesn't follow position jumps in modules.
.oggs loops perfectly in mmf2. It has the same problem as .it's though, it only loops from the beginning to the end of the sound, as far as I know.
Re: Global Values, Custom Keys, and other Question
Ive found the "play sound from position" feature, which will allow me to play the song from any position I want, hench I could get something to loop "correctly", (skipping out say the song intro), what I was interested in is if you can do that with the end.