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I'll answer the questions I know:
2. I agree this is annoying.
3. I find this very useful, why would you want non-proportional resizing? I hardly need to resize thing anyway.
4. No, but you can include it in the Binary data & extract it at runtime (or package it with the EXE) and use the Font Embed Object to load it at runtime.
5. With Flash and (I think) iOS, there is an option in the application properties for fonts to include.
7. Just change the angle if you need so many directions - surely you don't have more than 32 different ways your character needs to look?
9. MMF3 will be in Unicode I believe. The plugins were developed at later times from the original MMF2 product. You can't expect it to all be integrated in such a short time. A lot of stuff is being prioritized to allow work on MMF3.
10. No. For Mac, you can use Java or Python exports (both free, and Java is integrated into MMF2 with no add-ons or installs needed), and for Linix, you can use Python export.
11. They are all pretty recent and most of the time that could be spent boasting has been spent on developing and making them better. There are loads of creations you can see in the respective forums. They have a few bugs that are being fixed or are already fixed in a yet-to-be-released update, and for the most part they work quite well.
12. You can...right click -> rename
Note: as far as I know from the info from CC11, MMF3 is in the works and aims to remedy the concerns you have.
And as for Raster vs Vector, most of the platforms MMF2 supports/can export to use raster graphics. What would you want otherwise? A form of Vector -> Raster for these platforms that could slow down a game? MMF2 at least supports alpha channel so you can still make things look like they are Vector graphics, which has worked very well for many users in the past. ;)
You bring up good points about MMF2 that should be resolved, but I think a lot of work has recently been going into the exporters.
Anaconda Runtime was just released, which runs on Mac.
I mean in the event editor, under Scale and Angle, you can choose to change the angle to an integer value between 0 and 359. In HWA or build 252, you can use up to two decimal places to have 36000 different directions, essentially. It's good for your purpose of missiles. Note that you have to move it manually with trigonometry, though, since the inbuilt movements are pretty bad and only support up to 32 directions. (Why do they have the inbuilt movements then? I have no idea. ;p)Quote:
Originally Posted by oldkliker
I don't now the differences betwen MMF and MMF2, as I only ever used TGF1 prior to getting the second software series. Though, I do think you will have plenty of time to make back the money you spend on MMF2 before MMF3 comes out. And even then, it's not like you will no longer be able to use MMF2 when MMF3 comes out years from now.
It was only just released recently. Here's the post from the Open Topic Community Forum:Quote:
Originally Posted by oldkliker
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=244935
I guess I got "Anaconda" confused with "Python"...
EDIT: Snipe'd by StephenL. It runs on Linux too.
As for Vector/Rastor, I know what you mean, I think, but to be honest, I am not any sort of graphics artist and I don't have all the insight you seem to have. I will let someone else answer on this subject. ;)
I believe you may have missed my post; Stephen and I posted in quite a close range of time. ;)
There is also an entire Anaconda forum, I'm not sure how you missed that in your search.
HWA is a separate runtime and it allows for... hardware acceleration, among other things. It's stable and has been out for a while now.
It is also now integrated into MMF2 as of build 252. :)
1. That's fair comment. A lot of the changes are under the surface - MMF2 is *far* more stable, and with HWA performance is a lot better too (you achieve much higher framerates with large numbers of objects, and use pixelshader effects). There are also more extensions and exporters for MMF2. Those aren't the only differences, but I consider them to be the main ones.
2. Agreed, but it's a minor detail.
3. Agreed, but again it's quite a minor detail.
4. There is an extension that allows you to embed fonts, so the user does not need to have them installed.
5. I believe the same applies, but I'm not certain.
6. There's a drop-down menu / slider bar on the toolbar (depending on which editor you're using). I don't remember what the mousewheel does (I'm on a laptop so I can't check).
7. You can rotate a sprite to any angle, or if that's not appropriate (eg. if the sprite is viewed from 3/4 perspective) there are other work-arounds...
8. Mainly because that's what people want. Personally, I hate working with vector graphics and I hate the graphical style you see in so many flash games.
9. It takes time and money to develop, but the majority of users wouldn't need it, and therefore wouldn't want to pay for it - meaning that the minority who do want to use it have to pay more.
10. Nope, but who cares about Mac and Linux users anyway?
11. Try the games for yourself...
12. Agreed. The way values and strings are handled in MMF2 is truly retarded. You really should be allowed to reorder values, declare new variables at runtime, use variable names with qualifiers, refer to a variable by its name, etc - but MMF2 doesn't allow any of these. I really hope this will change with MMF3...
wow at the negativity there, and sounds like age breed bitterness.
Just quick comments :
9. The original version of MMF2 was not Unicode. We've developed a Unicode version for the Japanese market, so we decided to release the English version of this Unicode version as add-on for the ones who are interested only (releasing as an update would have been a major headache because there might be some compatibility issues).
10. A Mac runtime will be released soon.
12. MuddyMole is wrong, you can rename the global and alterable values, right click on them and select Rename. The only limitation is that you cannot see these names in global events and behaviors, that will be fixed in MMF3.
Danjo was referring to MuddyMole's post, hence the "[Re: MuddyMole]" ;)
1)"Frustrated" used in the thread title..why frustrated?
2) You ask questions as though you're standing in a used car lot and are distrustful of the salesman, and criticize things that you don't yet know anything about. Why not hold off on the criticism until your questions are answered?
It's not crazy for someone to take the flavor of your post as somewhat negative, bitter, or acusatory.
In regards to vector graphics, I'm not sure if you understand how much of a limited presence vector art has in the game development community or industry. Outside of Illustrator and the Flash IDE, vector art is pretty much non-existant. In all other graphical software, you deal with rasterized images, even if their source is a vector image. I think it is a nice perk to have a runtime vector renderer, but that is pretty uncommon in the games industry. A nice perk, to be sure, but not something you should assume is "standard." At the end of the day, it all gets converted to rasterized art and the sharpness of that is determined by your application's resolution.
As for your concerns, I have had those in the past as well. MMF is far from perfect, but if you just keep sitting on the sidelines waiting for it to be, you will be missing out on time that could have been spent creating something. If you want to know the minute issues of dealing with MMF or the exporters, it would be a good use of your time to sit and read through the posts in the various forums. They are the definitive source for MMF info and also one of the product's greatest strengths.
Welcome back to clicking,
Mobichan
OldKliker, may I ask how old you are? I'm guessing mid-20's, you're very well spoken, polite, and especially since you mentioned your parents couldn't get you MMF for Christmas when it came out ;)
If I'm right, you're not that old really ;) Plenty of people here who are old. At the end of the day, CT products appeal to a wide variety of ages because of their brilliant accessibility :)
Don't forget that Android and XNA runtimes are in the pipeline :)
+1 to this!Quote:
Originally Posted by mobichan
Definitely don't stop yourself from using the program because it isn't "perfect". There will never be a perfect game making solution... there will always be a feature missing that someone wants or needs.
I think it is the same mindset of people rejecting MMF as a legit game making tool just because it is events driven and not coded with lines of text. A brilliant artist could make a masterpiece with a rock and some concrete to scratch on. The tools help to bring your ideas to life, but it is more about your own ability than anything else.
I think MMF is capable of great things.
edit: Also wanted to mention the complaints about price and how different exporters aren't bundled into MMF...
Well for one, I think MMF is pretty reasonably priced in the first place. Two, these new features/exporters cost money to make, and not every MMF user needs them... so it only makes sense to sell them separately. If they bundled them into MMF itself, the price would probably have to go up as well.
MMF is cumbersome when you try it after using MMF2. simple as that really, along with all the extra features fixes, its not worth staying with 1.5.
We have an awesome community, and we're glad to have you a part of it. :)
Yeah, vector graphics seem kind of over hyped to me. It'd be a nice addition but raster graphics are fine as far as I'm concerned. Vector graphics are generally too lacking in detail for my taste. Alpha channels can really help to smooth out images if you're worried about them being too pixelated.
And after MM2 came out I was hesitant to switch over because the locations of some things were switched around and it didn't seem like that much was added, but after using it for a week or two it became impossible for me to want to go back. Alpha channels, being able to set angles for objects, improvements in sound capabilities, layers, the debugger, and an overall more polished interface are just a few improvements MMF2 has over MMF 1.5. When I used to use 1.5 it would crash pretty regularly too (every few hours anyway) for random and unknown reasons, but I've never had MMF2 crash even once.
Not being that great at art work I find vectors very useful. Any changes are easily made - especially scaling up. Exporting to png with alpha is then a breeze.
I still use quite a few bitmap plugins to 'soften' the hard edge that the clip-art look often gives.
As to MMF... and software of all kinds...
it does what it does. It seems there is commitment from clickteam to develop (ie stay in business) so the program can only get better. Love it.