Looking into MMF2 Dev, a few q's...
Hi guys, just a few questions about MMF2 I can't seem to find the answers to. Thanks to anyone that can help.
Can the screen size be adjusted in the fly? For example, if I designed a game for a 1024x768 screen, could the player change the size of all screens (frames) to 800x600 from a menu? Would the graphics scale correctly?
Is MMF ever going to support hardware acceleration? (as an option)
How fast is MMF2? I know it supports 20,000 objects, but can it throw that many around?
What keyboards does MMF support? An example of this is- does it support German keyboards? (I'm not German, just wondering as a small game I wrote using Blitz3D had that issue).
Re: Looking into MMF2 Dev, a few q's...
Can the screen size be adjusted in the fly? For example, if I designed a game for a 1024x768 screen, could the player change the size of all screens (frames) to 800x600 from a menu?
> You can change the size of the frame
> You can also change the virtual size of the frame
> You can also change the main window size and the inner window size
> But I think in your case, you want to resize the render, so you can enable the option "resize the frame size to fit the window" and then resize the window of your game.
Would the graphics scale correctly?
> With the last previous solution, yes.
Is MMF ever going to support hardware acceleration? (as an option)
> YES
How fast is MMF2?
> It depends of your game/application
I know it supports 20,000 objects, but can it throw that many around?
> It depends how objects are handled in your game/application.
What keyboards does MMF support?
> I think it support all keyboard but by default, some keys are not allowed. For a better keys support, some extensions are available.
An example of this is- does it support German keyboards? (I'm not German, just wondering as a small game I wrote using Blitz3D had that issue).
> I think Yes, Tiles use a lot MMF. :)
Re: Looking into MMF2 Dev, a few q's...
Thanks Sphax, I appreciate the answers. Do you know for which version hardware acceleration is going to be added... such as version 3 of MMF?
Quote:
Originally Posted by Sphax
But I think in your case, you want to resize the render, so you can enable the option "resize the frame size to fit the window" and then resize the window of your game.
How would I do this exactly (having only used MMF for a short while so far)
Thanks again.
Re: Looking into MMF2 Dev, a few q's...
To quote Francois:
'wait for hardware acceleration that will be out sometimes in autumn. '
from this thread:
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=43922&page=0&fp art=2
No mention of MMF3 in that statement.
Re: Looking into MMF2 Dev, a few q's...
Thanks also Sarah... I didn't see that thread. I'm in Australia, so when exactly is autumn according to Francois?
Re: Looking into MMF2 Dev, a few q's...
Well, we're northern hemisphere (Clickteam is French) so it's towards the end of the year (Mid September-Mid December officially I think).
Re: Looking into MMF2 Dev, a few q's...
Re: Looking into MMF2 Dev, a few q's...
Quote:
Can the screen size be adjusted in the fly? For example, if I designed a game for a 1024x768 screen, could the player change the size of all screens (frames) to 800x600 from a menu? Would the graphics scale correctly?
I'm using Windows XP SP2 and my monitor is CRT. The window size of my app is 1024*768. The frame size is also 1024*768. In the Window Properties of my application, I have done the following:
- unchecked all the Style items (heading etc)
- unchecked all the Menu items
- under Options, I've checked Change Resolution Mode and nothing else.
OK... Now (not in MMF) I reset my Windows Display Properties to give screen resolution 800*600. Fire up MMF and run the above app - and it looks and runs just fine.
Re: Looking into MMF2 Dev, a few q's...
Thanks Sarah, but what I'd like to do is have the user change the screen resolution (and perhaps screen refresh rate) to that of their choosing, from within the application. Although MFF isn't yet suitable to the level of game development I'd like to use it for (hardware acceleration would no doubt address to some degree) if I were to use it, I'd have options for the user to adjust the game's resolution to either increase the framerate, or allow the user to run the application at a certain windowed size.
Generally, users wouldn't adjust their Windows desktop resolution to provide a resolution change for a game. I have noticed the window control object available for frames, but it'd be great if Sphax could point out where some of the other options he mentioned might be found.
Re: Looking into MMF2 Dev, a few q's...
Yeah, there used to be an extension that did this on the fly with mmf 1.5 but you will need to make a front end app that sends a commandline to the main application you have made. It could also benchmark the system and then run the main app/game.