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  1. Thread: Beta: Tile Map

    by EE
    Replies
    364
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    90,509

    EDIT: Hmm, is there really no edit button?...

    EDIT: Hmm, is there really no edit button? Anyway, solved it! I completely missed the event "On map property".. XP
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    Wow! This looks really cool! :D

    Wow! This looks really cool! :D
  3. Thread: Beta: Tile Map

    by EE
    Replies
    364
    Views
    90,509

    Double-post! In my editor I would like to...

    Double-post!
    In my editor I would like to display a list with all saved map properties and their corresponding values.
    I feel like the "Iterate map property" event could help with this but I can't...
  4. Hey! Nice project! I'm not completely sure if...

    Hey!
    Nice project!
    I'm not completely sure if I'm correct, but I seem to remember the timer working in the following way..
    The "every [something]" event uses a modulus operation on the total play...
  5. Thread: Beta: Tile Map

    by EE
    Replies
    364
    Views
    90,509

    As always; Looki this is the greatest extension...

    As always; Looki this is the greatest extension ever! :D

    And on to the question!
    Those of you with a bit more time spent with the nitty-gritty of Tilemap, are the properties fast to access?
    I...
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    It's always a joy when you haven't been active in...

    It's always a joy when you haven't been active in the community for a while and pondering how to approach a certain topic - to go online and find that several people are already discussing it! ^^...
  7. I would use the Ini++ object. Say I have a...

    I would use the Ini++ object.

    Say I have a string named "Novel" with 500 paragraphs.
    In the event editor start a fastloop named "Novel" number of paragraphs of "Novel" times.
    On loop "Novel" -...
  8. I really liked this! I've seen several...

    I really liked this!
    I've seen several implementations of delta time in mmf but not this clean and simple, really made my day. :)
    //EE
  9. Yup. That's how you do it. //EE

    Yup. That's how you do it.
    //EE
  10. Are you using the Platform Movement Object(PMO)?...

    Are you using the Platform Movement Object(PMO)? If so it's easy to fix in the setup. Otherwise if you're using a built-in movement or custom movement it requires a bit more work.
    //EE
  11. Good job and a smart soloution! //EE

    Good job and a smart soloution!
    //EE
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    Spriter object performance thoughts?

    Hello!
    I was just wondering about the spriter object and potential performance issues.
    Has someone used the object heavily? Like 50-100 in use at the same time(simple or complex builds)?
    Obviously...
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    For values: Set alterable string to "Alterable...

    For values: Set alterable string to "Alterable string + newline$ + str$(altValN$(active object, loop index))"
    For strings: Set alterable string to "Alterable string + newline$ + altStrN$(active...
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    I'm sorry, are you trying to read strings from a...

    I'm sorry, are you trying to read strings from a string object, active object or ini file?
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    It's possible. Set alterable string to...

    It's possible.
    Set alterable string to "alterable string + newline + paragraphnr(loopindex)", that will display every paragraph of the string object on a separate line.
    //EE
  16. Hey! Sorry for not replying, I've been on...

    Hey!
    Sorry for not replying, I've been on vacation for the summer.
    I hope you managed to solve your problem, otherwise just tell me!
    //EE
  17. I looked at it and it's due to the event order,...

    I looked at it and it's due to the event order, take Q and W for example, if you press both at the same time "Fire" will always be set to 2 since W comes after the Q event(remember, CF reads events...
  18. Thread: Beta: Tile Map

    by EE
    Replies
    364
    Views
    90,509

    Just wanted to drop by and say that this...

    Just wanted to drop by and say that this extension is extremely good! I know you've been working on it for six years already but I do hope you get to release a version 1.0 somewhere down the line....
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    Are you sure it's from the top-left corner and...

    Are you sure it's from the top-left corner and not the hotspot?
    I seem to remember getting screwed over and over with a function that would set the level background to the mouse xy rgb relative to...
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    Hey that was a great way of achieving simulation!...

    Hey that was a great way of achieving simulation!

    I had an idea about using several duplicate active "points" positioned according to the movement formula at even, fixed intervals, giving you a...
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    Thanks for the tips! I'll try messing around a...

    Thanks for the tips! I'll try messing around a bit with it, if I make any progress I'll update about it. :)
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    There are? I've gone through these; Binary...

    There are? I've gone through these;
    Binary object
    Binary board
    Binary bitmap object
    Bitset object
    Bitwise helper object
    Byte array
    Checksum object
    Registry2 object
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    Any way to do bit rotation?

    Topic kind of says it all. Is there simple way i.e few steps(preferably just one step) to perform a bit rotation?
    I realize it's completely doable by saving the shifted out bit value in a bit shift...
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    I'm sure you could achieve it with the surface...

    I'm sure you could achieve it with the surface object, but I'm completely lost at it, sorry.
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    It all depends, how are you handling the bomb...

    It all depends, how are you handling the bomb movement? Is the arc predictable, and how?
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    Edit: Ahh! I'm never using my phone to try and...

    Edit: Ahh! I'm never using my phone to try and edit again! D;

    Ok, since we've covered almost everything now my last question would concern bit rotation. Is there any good way to perform a rotation...
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    Ah I missed that you explained exactly that...

    Ah I missed that you explained exactly that already, it's easy to get confused! XD
    So thanks again danworth!
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    Furthering the topic, is there a good way to do...

    Furthering the topic, is there a good way to do bit-shifting in CTF2.5 or any extension that supports it effectively?
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    That was a really smart way of using the binary...

    That was a really smart way of using the binary object. :D
    I'm gonna go ahead and dive into this more. I'm still in the process of designing my level editor so to remake the code to work with the...
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    Yeah, I tend to make it up as I go along way too...

    Yeah, I tend to make it up as I go along way too often. An example on file formats would be really cool since I'd love to make my own! :D
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    After reading up a tiny bit more I quickly...

    After reading up a tiny bit more I quickly realized my error... XD
    I had the byte value range mixed up in dreams of nibbles and bit fields!
    Anyway, my options are nice; either extend the tileset to...
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    Thanks a lot for the that! :D I'm trying to...

    Thanks a lot for the that! :D
    I'm trying to minimize filesize for external levels while at the same time keeping data processing at it's lowest for good speed.
    Currently I'm storing each cell...
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    Couldn't you perhaps include it as a binary file?

    Couldn't you perhaps include it as a binary file?
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    Hear hear! Looks really cool!

    Hear hear!
    Looks really cool!
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    Storing two values in one

    Hey hey!
    I was just wondering how you go about storing two values in one with individual retrieval functionality.
    Case in point - I'm saving a value between 0-127 in an unsigned byte and would...
  36. Ooooh! Nice!

    Ooooh! Nice!
  37. I haven't really delved into ways in CTF2.5, but...

    I haven't really delved into ways in CTF2.5, but in MMF2 you could use the animated picture object for this. Though I can't seem to find the APO anywhere for fusion 2.5. :/
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    You use the layer object. 1. Insert a new...

    You use the layer object.

    1. Insert a new layer to be used as your scrolling background.
    Tick "Wrap Vertically" in layer properties.

    2. Insert Layer object in the app so you can control the...
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    Interesting! I would love to see a tutorial on...

    Interesting! I would love to see a tutorial on that! I can see a lot of situations where it would be handy! For instance when applying the correct moving platform's delta to an object, that's a...
  40. (Sorry for de-railing!) When loading a map you...

    (Sorry for de-railing!)
    When loading a map you could first add all enemies/npcs to a list or array as a pool, and if said mob is close to the currently active area shift it over to another...
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    @Danny - Thanks! Been primarily focused on C++...

    @Danny - Thanks! Been primarily focused on C++ and OpenGL for the last 2 years, so I've been kind of MIA from the forums. ^^
    And yes, fastloop groups are the aforementioned 'fastgroups'(primarily...
  42. I've personally wanted to try this route for...

    I've personally wanted to try this route for several reasons.
    The complicated part imo would be collision handling outside the visible frame area.
    Since npcs often remain active (chasing,...
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    Are 'fast groups' still a thing?

    Hello and long time no see!

    Just popping by to ask if 'fast groups' instead of regular fast loops are still beneficial for speed?
    I have a vague memory of someone(perhaps Yves?) indicating that...
  44. The example I made used that principle but it...

    The example I made used that principle but it wasn't the particular subject matter, he wants to know which would be fastest, 300 actives or one big. But if you can already perform 10 000 light...
  45. This seizure inducing example I whipped up should...

    This seizure inducing example I whipped up should do it I believe.
  46. You could also pop in (negate)animation "walking"...

    You could also pop in (negate)animation "walking" is playing on the repeat while key pressed event and (negate)animation "stopped" is playing on the other. That will ensure they only trigger once per...
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    I'm really sorry, but I can't be bothered to...

    I'm really sorry, but I can't be bothered to spend my very limited time on unnestling a crafting engine I find clunky and messy. Why don't you just make your own?
    If I find the time, I could...
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    I don't know for sure but I immediatly think this...

    I don't know for sure but I immediatly think this would be something for the surface object.
  49. I've always thought of it as a donut - a boolean,...

    I've always thought of it as a donut - a boolean, don't ask me why. ^^
    Flag is the correct term for selecting an index since you flag it in memory I guess.
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    The number string corresponds to the crafting...

    The number string corresponds to the crafting grid's cells. Each number represents an item template set in the first event (like coal = 0). The '-' should be delimeters and when two digits are tied...
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    Well you could use line intersection. I don't...

    Well you could use line intersection. I don't know how efficient that would be for area detection, but should be viable for collision detection though.
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    Omg that's awesome!!! Do you realize how much you...

    Omg that's awesome!!! Do you realize how much you have opened up the possibility for single developers to actually finish their projects now? Man, cudos to you, big cudos!
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    Just recently found this and I must say...

    Just recently found this and I must say conceptgame, bravo!!! Super-psyched about the possibilities! :D
    I tried dabbling about with and it's really cool! I'm wondering though, is it possible...
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    @Danny: Thanks! ^^ Thanks for all the info and...

    @Danny: Thanks! ^^

    Thanks for all the info and tips Pixelthief! And Snail, that method is clever. :)

    //EE
  55. Agreed! And thanks CT for being the awesome...

    Agreed! And thanks CT for being the awesome company you are!
  56. Thread: Beta: Tile Map

    by EE
    Replies
    364
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    90,509

    Any news on the Tilemap front? I understand if...

    Any news on the Tilemap front? I understand if it's on ice atm - just checking. :)
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    Ahh! Will download then!

    Ahh! Will download then!
  58. Replies
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    Are fastloops fast again?

    I can't remember if this was sorted for CTF2.5 or not, but in MMF2 fastloops would check every "on loop..." condition for every separate loop if they weren't inside deactivated groups - alas we...
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    Yes I do the main cell grid like that. What I...

    Yes I do the main cell grid like that. What I foremost wanted was being able to alter the grid displaying separate screen cells and if possible also main cells. It works good now though since I...
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    I see what you mean, the problem (though I...

    I see what you mean, the problem (though I haven't a clue on how 3D is actually calculated) I believe is that your calculation is linear. It seems like the sprite is moving at an equal speed the...
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    You're welcomly!

    You're welcomly!
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    Something like this?

    Something like this?
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    Hadn't heard about Ogmo actually. Seems like a...

    Hadn't heard about Ogmo actually. Seems like a good tool, though I'll stick with developing my own! ^^
    Didn't know the debugger behaved like that. :P
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    @casleziro: I had pondered doing that but hadn't...

    @casleziro: I had pondered doing that but hadn't tried it due to inefficency(need ~300 actives scaled to 1280px or 1120px with semi-transparency - on my oldish laptop ^^). Your example was very nice...
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    Thanks for the tip, I'll check out the Surface...

    Thanks for the tip, I'll check out the Surface Object!
  66. Replies
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    Ideas for making a dynamic grid?

    I'm making a level editor and would really like the visual grid to be dynamic i.e being able to change cell size during runtime.
    The Dynamic Grid object would be ideal for this, but it isn't working...
  67. When was this changed? IAPs are supposed to work...

    When was this changed?
    IAPs are supposed to work just fine using standard, though you need to do it without the IAP object.
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    I think it could be because you installed the ADT...

    I think it could be because you installed the ADT Bundle.
    Im not sure, but according to all posts regarding setting up from clickteam it specifically says 'do not install adt-bundle'.
    There is a...
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    UPDATE: It's alive! I found someone who had it...

    UPDATE: It's alive!
    I found someone who had it working on the OUYA forums, so I followed the driver setup instructions found in the developer docs over at OUYA and alas - works like a charm!
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    Jeff: From the OUYA site I've come across how to...

    Jeff: From the OUYA site I've come across how to get windows to recognize OUYA as an ADB device(a process which works for some and does nothing for some, so it's a bit unreliable), though I'm...
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    Any success with 'build and run' for OUYA?

    Has anyone successfully used 'build and run' for testing their game on OUYA?

    I would really like to be able to use the function, but I'm at a loss about what I need to do to get it working if it's...
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    Saw this now, glad I could help! :)

    Saw this now, glad I could help! :)
  73. Replies
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    I recall getting the requested result by making...

    I recall getting the requested result by making it switch to another animation and then switch back.
    Ex: User clicks object --> change animation to "dummy animation", change animation to "desired...
  74. Thread: Beta: Tile Map

    by EE
    Replies
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    90,509

    Well, could you give us a guesstimate on what...

    Well, could you give us a guesstimate on what type of finances you are portraying for it? :)
  75. Thread: Beta: Tile Map

    by EE
    Replies
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    Views
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    A port for android would be dreamy! :O

    A port for android would be dreamy! :O
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    Well Danny can come yell at me if I'm wrong but -...

    Well Danny can come yell at me if I'm wrong but - I sincerely believe you have to tick the "include external files" box in the application properties for data elements to work like that.
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    Derailing topic here--> Does anyone know how the...

    Derailing topic here--> Does anyone know how the ram usage would apply to the ouya? (In the same scenario of numbers)
    (I like pretty pictures foremost, so I haven't really learned the tech stuff)
  78. Thread: Importing animation

    by EE
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    The article says it all, too bad the pictures are...

    The article says it all, too bad the pictures are gone :/
    Anyway, I don't know if it's a must(though I believe so) but are the 'boxes' evenly spaced and same size?
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    Hm? I tried to edit my post after reading Danny's...

    Hm? I tried to edit my post after reading Danny's posts, but it dissappeared? Anyway, just meant to say I didn't know this only applies to pc runtime ^^
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    I don't know, I believe you can only 'bake in'...

    I don't know, I believe you can only 'bake in' the file in the build as opposed to the mfa. If you want to try using an ini on a different computer with the mfa I believe you'd have to include the...
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    Danny: Ah, sorry, thought it was meant for pc...

    Danny: Ah, sorry, thought it was meant for pc runtime! :P
    What I meant by 'extract' was calling the path via BinFileTempName("Whatever.ini"), or isn't that how you call a binary data element? If you...
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    Two points I think of: 1.) If you include an...

    Two points I think of:

    1.) If you include an ini as binary data you need to extract it as binary data first, then call it. I don't know how though, never done it myself.

    2.) The "set current...
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    Thanks guys, sounds awesome! :)

    Thanks guys, sounds awesome! :)
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    It sounds like your window size is too small. In...

    It sounds like your window size is too small.
    In the frame editor you can see a thin black dotted line completing a rectangle(usually) with the top and left border, that rectangle indicates your...
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    Ok, so I can supply a folder structure with the...

    Ok, so I can supply a folder structure with the application as usual(i.e a data folder containing levels, music, sfx etc.), retrieve files with "apppath$+"\DATA\whatever.dat"" and write in the usual...
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    I believe it's only possible to pick animations...

    I believe it's only possible to pick animations manually or via their index#.
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    Thanks for the reply Sparcks :) Though I was...

    Thanks for the reply Sparcks :)
    Though I was more concerned about including external files with my game(without using the "include external files in application" option), so one could rephrase: Is...
  88. Thread: lighting effects

    by EE
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    I believe that(or an extremely similar example)...

    I believe that(or an extremely similar example) was made with some surface object sorcery, quite advanced stuff if I remember correctly.

    I found this:...
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    Ha, forgot there was a post right above with...

    Ha, forgot there was a post right above with limitations ;P
    So, the associative array is still off the table I guess?
    Hmm.
    Any other info on how external storage works on Ouya is greatly...
  90. Replies
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    What external data storage is possible on Ouya?

    Hi!
    As the title implies, I'm interested in knowing what kind of methods for external storage that is possible on the Ouya?
    I know that normal Inis and arrays work, but are there more? The one...
  91. Ok, perhaps the developer of the extension could...

    Ok, perhaps the developer of the extension could port it? I know I'd love to use it for Ouya! :)
  92. I haven't looked at your file but I know the...

    I haven't looked at your file but I know the flocking(I believe it was?) object is made for exactly this kind of thing.
  93. Replies
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    I believe you need to store the resulting x/y...

    I believe you need to store the resulting x/y positions as floats(because mmf can't set the position to a float only an integer) and then set the x and y to those values.

    So do what you did except...
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    Something along the line of this? -->...

    Something along the line of this? --> https://www.ouya.tv/games/
  95. Isn't there a mouse object that can do that?

    Isn't there a mouse object that can do that?
  96. Replies
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    Thanks for the quick and informative response...

    Thanks for the quick and informative response Yves!
    I for one(when I do get the finances to upgrade to Dev) will still use some sort of acknowledgment around startup simply because I want to support...
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    Developer version to use IAPs on OUYA?

    Hello, just a quick question;
    Do you need to have MMF2 Dev as opposed to Standard to be able to use and benefit from IAPs on the Ouya?
    I don't own the Android exporter yet(OUYA even less so(MMF2...
  98. Thread: MMF2 Debug Mode?

    by EE
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    Woah.. are you actually using all 145 extensions...

    Woah.. are you actually using all 145 extensions in the game that gets the error i.e have you added them to the game via the "Insert new object" command?
    My thought was that perhaps you are using...
  99. Thread: MMF2 Debug Mode?

    by EE
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    I agree with ratty. @darkmanX_429: What...

    I agree with ratty.

    @darkmanX_429: What extensions are you using?
  100. Thread: Walljump

    by EE
    Replies
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    Yeah that's a tricky beach to do elegantly. In my...

    Yeah that's a tricky beach to do elegantly. In my engine I add a push to the acceleration(which rapidly diminishes) away from the wall stronger than the player's own max.acc. This makes it so that if...
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    Couldn't you just use the string parser object...

    Couldn't you just use the string parser object and save " ", ".", "!" etc. as delimiters?
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    I haven't tested it but, wouldn't you just have...

    I haven't tested it but, wouldn't you just have to save the 1:1 scrolling layer's coordinate multiplied by 0.6?

    //EE
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    Cheers a bunch! I believe I understand the...

    Cheers a bunch! I believe I understand the principle now, thanks! :D
  104. Replies
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    @Konidias: This method sounds very interesting!...

    @Konidias: This method sounds very interesting! You wouldn't mind shedding some light upon it's execution would you? :)
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    Great idea, and I would also include(I don't...

    Great idea, and I would also include(I don't think it exists, I can't find it anyways) hotkeys for previous/next frame in the animation editor. Like in graphics gale, Q jumps to previous frame of the...
  106. Thread: Logical operators?

    by EE
    Replies
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    I believe that is due to the nature of comparing...

    I believe that is due to the nature of comparing to multiple directions. When comparing with the direction wheel the condition picks one of the selected directions and compares it, in this case...
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    Also, you can always take (value)*-1 to change...

    Also, you can always take (value)*-1 to change from positive to negative and vice versa.
  108. Replies
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    To put things simple, there are quite a few bugs...

    To put things simple, there are quite a few bugs that will be present when you use the built-in platform movement, i.e when you choose "platform movement" in the movement properties. The easiest way...
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    Danny: Thanks for the info and tip!

    Danny: Thanks for the info and tip!
  110. Replies
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    2,173

    I'll just derail this topic for a quick question;...

    I'll just derail this topic for a quick question;
    Would using a lower fps-rate i.e 50fps make for display problems on a 60Hz monitor?
    I personally have never experienced any, and I do believe my...
  111. Replies
    2
    Views
    748

    Thanks Popcorn! I knew you were supposed to use...

    Thanks Popcorn! I knew you were supposed to use Len in some way! Thanks a bunch! :)
  112. Replies
    2
    Views
    748

    Delete end of a string

    Well screw me if I just can manage to remember how this is done.
    I have a string in an editbox, I want to copy this string to another editbox except for the last four letters, how do I do this?...
  113. Replies
    5
    Views
    1,624

    Hmm, cool! :) I'd have it tilebased and move the...

    Hmm, cool! :)
    I'd have it tilebased and move the background instead of the character.
    Have one screen with tiles made of actives and one-two rows extra outside the playfield, analyzing a...
  114. Replies
    4
    Views
    1,089

    Thanks, I know that way, but my problem is that...

    Thanks, I know that way, but my problem is that when you choose Save Associative Array you don't get to use the expression editor, you only get to name the file and choose encryption method. Do you...
  115. Replies
    4
    Views
    1,089

    Save associative array in another directory

    Hi!
    I was just wondering if someone knows of a way to save an associative array in another directory than the one where the .mfa is located?
  116. Thread: Associative Array

    by EE
    Replies
    5
    Views
    4,341

    Nice article! The "Garlic=1 destroy garlic" was...

    Nice article!
    The "Garlic=1 destroy garlic" was a real pearl! For anyone dabbling in metroidvanias this can be an awesome asset in controlling pick-ups and secret entrances! :)
  117. Replies
    5
    Views
    1,287

    Why don't you use a shader?

    Why don't you use a shader?
  118. Replies
    3
    Views
    637

    No worries, this forum is after all meant for...

    No worries, this forum is after all meant for this ^,^
  119. Replies
    3
    Views
    637

    You probably have to tell it to start/stop/change...

    You probably have to tell it to start/stop/change animations manually, could you upload a mfa?
  120. Replies
    2
    Views
    1,568

    Otherwise use Player Y > frameheight --> set...

    Otherwise use Player Y > frameheight --> set Player Y to (Player Y - Frame Height)
  121. Replies
    15
    Views
    2,459

    I have never ever had this problem with...

    I have never ever had this problem with backdrops, and I've made huuugh levels. I've only ever heard of similar problems when there are conflicting events or properties. You could try and set all bgs...
  122. Replies
    15
    Views
    2,459

    I couldn't reproduce your bug, though I noticed...

    I couldn't reproduce your bug, though I noticed that all "balls" are set to automatic on "inactivate if too far...", are they supposed to inactivate? Also, why are you using 12 layers? I don't know...
  123. Replies
    15
    Views
    2,459

    Wait what? Who told you to replace all bg's with...

    Wait what? Who told you to replace all bg's with actives?
    That's utterly inefficient and plain dumb. Use backdrops, that's what they're there for.
    It's better to find the problem instead of using...
  124. Replies
    15
    Views
    2,459

    Hmm, that's very strange. Could you upload an mfa...

    Hmm, that's very strange. Could you upload an mfa so we can have a look?
  125. Replies
    15
    Views
    2,459

    Check in the runtime property of the frame if...

    Check in the runtime property of the frame if "Handle background collisions..." is checked, if not, check it. :)
  126. Hmm, thanks for the info Mr.Thief, that's...

    Hmm, thanks for the info Mr.Thief, that's interesting.
    I put together a simple example of the specific situation and problem if anyone wants to take a gander and maybe come up with any other good...
  127. Embedded detection hitbox not working with fastloops?

    Hi!

    I usually do hitboxes for active objects acting as backdrops, but I just noticed that regular collision detection on those hitboxes doesn't work during fastloops, i.e when checking for a...
  128. Replies
    15
    Views
    2,134

    Would it be possible for someone with the...

    Would it be possible for someone with the know-how to make an extension that activates groups via their value?
  129. Thread: Lens.fx error

    by EE
    Replies
    6
    Views
    1,318

    I believe there is both a lens-object and a lens...

    I believe there is both a lens-object and a lens shader, the one you are missing is Lens.fx, that's the shader.
    //EE
  130. I thought they we're simply checked first, so...

    I thought they we're simply checked first, so moving them to the top clarified order of execution.
  131. Thread: I need more flag

    by EE
    Replies
    24
    Views
    3,028

    Sorry for the OT, but the thread name always make...

    Sorry for the OT, but the thread name always make me think of this;
    http://www.youtube.com/watch?v=yMxKZuzZucI
    But with flags XD

    Back on topic, pow(er) is a mathematical function, you can find...
  132. Thread: firing issues

    by EE
    Replies
    3
    Views
    630

    No biggie!

    No biggie!
  133. Thread: firing issues

    by EE
    Replies
    3
    Views
    630

    Go to the object's(bullet) properties--> runtime...

    Go to the object's(bullet) properties--> runtime options--> Make sure the "Inactivate if too far from..." is set to "No".
    //EE
  134. Replies
    23
    Views
    2,195

    I took a quick glance at it, and your problem is...

    I took a quick glance at it, and your problem is object selection.
    I don't know(actually I'm just being a douche and don't have the time to thoroughly check it out) exactly why it's behaving as it...
  135. Replies
    8
    Views
    1,122

    Ha ha! XD Goes to show that I know my...

    Ha ha! XD
    Goes to show that I know my program(not)!
    It's funny though as I went trough ALL other auto-objects in search of it!
  136. Replies
    8
    Views
    1,122

    I'm positive I've seen an extension or something...

    I'm positive I've seen an extension or something to check for collisions(easily modifiable for no. of objects) on a line. Can't for the love of me remember what though.
  137. Replies
    3
    Views
    3,032

    Hi! As I said over at TDC, you are not checking...

    Hi!
    As I said over at TDC, you are not checking the range for every instance, go here;
    http://www.castles-of-britain.com/mmf2examplespage18.htm
    Download "Basic Tower Defence Example" by Assualt...
  138. Re: Several questions about aligning objects to a path

    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=67082

    That's a magnificient article that should help you solve it. Your first question, rotating shield, is exactly the same...
  139. Replies
    7
    Views
    1,284

    Re: Good platform movement - Controlling the jump

    http://www.create-games.com/article.asp?id=1132

    I find this article on the daily click to be a solid introduction to a solid PMO-engine.

    //EE
  140. Replies
    17
    Views
    2,751

    Re: Asteroids movement a SCAM! :O

    @Nifflas: First of all, what are you doing up at 04:10 am? ;) Shouldn't you be sleeping? ^^

    Secondly, thanks a million for your example, it was awesome!
    I've been busy tinkering with your...
  141. Replies
    17
    Views
    2,751

    Re: Asteroids movement a SCAM! :O

    @Fimbul: Nice example! Thanks a heap!

    @Eliyahu: There is quite a big misunderstanding here. I haven't actually requested help on the capped speed engine from anyone. I've only stated that my...
  142. Replies
    17
    Views
    2,751

    Re: Asteroids movement a SCAM! :O

    Ok, forget about the cap.

    Secondly, why I call it the classic way of doing asteroids movement is because when you ask in a klik-forum about it you get this;

    "eg. Asteroids Movement
    Velocity.x...
  143. Replies
    17
    Views
    2,751

    Re: Asteroids movement a SCAM! :O

    Thanks for all the help everyone.

    I sincerely believe that this engine(as seen in the example) is not a correct way of making 'realistic' space physics.

    So if I rephrase my question;

    How...
  144. Replies
    17
    Views
    2,751

    Re: Asteroids movement a SCAM! :O

    It's not a speed issue, it's a curve issue. Have you tried my example? If not, try doing this:

    1. At an angle of 0 degrees, accelerate to maxvelocity.

    2. Without accelerating, rotate to 90...
  145. Replies
    17
    Views
    2,751

    Re: Asteroids movement a SCAM! :O

    Here's an example of a basic engine using the classic code. Try it out and you'll see what I mean.

    //EE

    http://www.mediafire.com/?v491hzba6dnv4eq
  146. Replies
    17
    Views
    2,751

    Re: Asteroids movement a SCAM! :O

    Thanks, but you misunderstood. The problem is that when accelerating towards the right when travelling upwards makes you go diagonally, but when accelerating diagonally down when travelling...
  147. Replies
    17
    Views
    2,751

    Asteroids movement a SCAM! :O

    Long time no keyboard input!

    Well, the title says it all... almost. :P

    I've been busy trying to make a snassy top-down space shooter using the classic way of achieving asteroids movement.
    ...
  148. Replies
    4
    Views
    888

    Re: Fast loop for adjusting the angle of a line

    Just use a value to make it repeat x number of times.

    Something like;

    +Cursor overlaps zone1
    ->Set Val A to 5

    +Cursor overlaps zone2
    ->Set Val A to -5
  149. Replies
    9
    Views
    2,518

    Re: Getting started with Shader Development

    Awesome article! I got really set on experimenting with some shaders now!
    Thanks a million!
    //EE
  150. Thread: Keep formation?

    by EE
    Replies
    6
    Views
    1,062

    Re: Keep formation?

    You should be able to do it by multiplying the Xoffset with Cos("current angle the formation is supposed to look at") and multiplying the Yoffset with (Sin("current angle bla bla")*-1). The "-1" part...
  151. Replies
    5
    Views
    1,014

    Re: Conditional destroying

    Works perfectly for me.

    --(negate)shipA animation appearing is playing
    +ship overlaps shipA:

    -Destroy ship

    Have you tried exactly this?

    //EE
  152. Replies
    5
    Views
    1,014

    Re: Conditional destroying

    You could try:
    --(negate)shipA animation appearing is playing
    +ship overlaps shipA:

    -Destroy ship

    //EE
  153. Thread: [Beta] Preset Array

    by EE
    Replies
    8
    Views
    1,903

    Re: [Beta] Preset Array

    I'm certainly looking forward to this!
  154. Replies
    10
    Views
    2,511

    Re: Draw line and check collisions

    What I meant with HWA was to get a nice laser effect for the example I mentioned using shaders. You don't need to use HWA to use the scale/rotate method. It all depends on how you're using it. If you...
  155. Replies
    106
    Views
    26,354

    Re: Click Convention 2011, Cambridge, UK

    Forgot to mention that I'm coming too. Any other swedish vikings coming?

    /EE
  156. Replies
    10
    Views
    2,511

    Re: Draw line and check collisions

    An easy(but performance heavier) way to do it is using an active that's scaled and rotated to the angle between the points. Then you only need to do normal collision detection.

    Works wonders for...
  157. Thread: Timing Gunfire?

    by EE
    Replies
    6
    Views
    996

    Re: Timing Gunfire?

    I would really suggest reading a few articles and studying examples posted here. You can learn so very much in a fast manner.

    There is no special flag that needs to be used for firing. A flag is...
  158. Replies
    16
    Views
    2,918

    Re: Enemies that follow walls

    Ok, however, if you're only in need of 4 directions 50~ events instead of like seven is quite overkill.
    Of course, you decide! ^^
    You're the one making the game! ^^

    I'm gonna update my example...
  159. Replies
    1
    Views
    1,254

    Metroid styled crawlers

    This is an example of how to make crawlers that follow floors, walls and ceilings like in Metroid. It was made for this topic:
    ...
  160. Replies
    16
    Views
    2,918

    Re: Enemies that follow walls

    I made an example using my suggested idea(funny story, I discovered that the old project I was talking about used a completely different method), now I'm very tired and very new to uploading...
  161. Replies
    16
    Views
    2,918

    Re: Enemies that follow walls

    Using built-in detectors this is actually very easy.
    Look here:

    http://i526.photobucket.com/albums/cc348/EE_games/Metroid_crawl.png

    These three frames occupy one animation direction each(dir...
  162. Replies
    5
    Views
    1,104

    Re: Forward one, forward one.. (Need shortcut)

    Ahh, now I see.
    If I first click in the "frames tab" left/right keys work. My problem was that I was sure you could switch frames while the edit area had focus.
    Thanks!
  163. Replies
    5
    Views
    1,104

    Re: Forward one, forward one.. (Need shortcut)

    Sorry for the hi-jack, but I can't seem to find a shortcut for next frame/previous frame in the animation editor. I reeaaally believe such a mundane feature exists, but why can't I figure it out?
    ...
  164. Replies
    4
    Views
    817

    Re: Impairing turret angle

    Thanks for the effort! :)

    Perhaps I should start putting my edits in the beginning?
  165. Replies
    4
    Views
    817

    Impairing turret angle

    Hi y'all, what's cookin'!?

    I'ma cookin' tanks & turrets!

    My little problem is that I'm having some trouble detecting if a target is within "angular proximity" to the turret.

    The turrets can...
  166. Replies
    6
    Views
    1,454

    Re: Conway's Game of life?

    Just check up cellular automata on wikipedia and use a value set to random(3), letting 0, 1, 2, 3 represent which direction to move in on the loop.
  167. Thread: Zooming techniques

    by EE
    Replies
    11
    Views
    3,038

    Re: Zooming techniques

    The problem with using bigger objects is that then you lose the actual effect I'm aiming for with the zooming out, otherwise it'd be the way to go.

    I want the player to be able to get a good...
  168. Thread: Zooming techniques

    by EE
    Replies
    11
    Views
    3,038

    Zooming techniques

    Hello again!

    I'm looking for various ways of making a zoom-out effect for a top-down space game.

    I know two already;

    1.) Using the Zoom-shader in MMF2 HWA with a zoom factor of 2 to begin...
  169. Thread: A moving ladder

    by EE
    Replies
    5
    Views
    927

    Re: A moving ladder

    I believe CamWin and arfa are both talking about ladders in custom platform engines, and I presume you mean the ladder function for backdrops when using the built-in platform movement?

    If that is...
  170. Replies
    13
    Views
    2,094

    Re: How to do screen rotation?

    You sure?
    I'm pretty sure that the "real" level isn't rotated, only an image of it. Perhaps PT wouldn't mind to clarify this issue.

    Edit: A tad late with my reply there.
  171. Replies
    13
    Views
    2,094

    Re: How to do screen rotation?

    Pixelthief knows at least one way to do it, so it is doable with full fps. However, as I have understood it, it is not in any way an easy accomplishment. I believe it involves having some sort of...
  172. Re: Standard to HWA layer effect incompatibility(R249)

    Thanks for the help!
    (will upgrade)
  173. Re: Standard to HWA layer effect incompatibility(R249)

    Just checked it out, and it's totally ok to add effects through the event editor. Hm.

    Peculiar.

    T'would be best if I could just add my effects manually from the frame editor though.

    Thanks...
  174. Standard to HWA layer effect incompatibility(R249)

    I have noticed that if I open a multilayered project created in MMF2 Standard in MMF2 HWA I don't have access to layer effects. Why is this, and how(if) can I fix it? Still using R249 build of both....
  175. Replies
    5
    Views
    1,192

    Re: Pasting text into background?

    No worries, I had planned on making an example of it since it's a common problem not being able to "see" the contents of an array.

    //EE
  176. Replies
    5
    Views
    1,192

    Re: Pasting text into background?

    Oh of course! Was a bit too tired last night(very early this morning).

    Actually, I didn't find a way to paste text into the background, however, what I wanted it for was creating a graphical...
  177. Replies
    7
    Views
    1,375

    Re: Quasi-infinite virtual size?

    Oh ho! Then it's quite "infinite" more so than "quasi"! :D

    Thanks a for that information!
    Btw, how do you know these things?

    //EE
  178. Replies
    7
    Views
    1,375

    Quasi-infinite virtual size?

    I just noticed that the MMF2 help file states that you can set the virtual height/width to (-1) for quasi-infinte scrolling.

    My question; How "quasi" as opposed to "infinite" does this mean? I.e...
  179. Replies
    5
    Views
    1,925

    Re: HWA compatible extensions

    Yeah I knew about the gfx objects being mostly incompatible, it's good to hear that most regular extensions should work anyway!

    //EE
  180. Replies
    5
    Views
    1,192

    Re: Pasting text into background?

    False alarm, solved it!

    //EE
  181. Replies
    5
    Views
    1,192

    Pasting text into background?

    I was just wondering if there is any way to paste text into the background like you can paste the current frame of an active object into the background?

    I was thinking that the text-blitter should...
  182. Replies
    5
    Views
    1,925

    Re: HWA compatible extensions

    Thanks a million!
  183. Thread: launching objects

    by EE
    Replies
    3
    Views
    743

    Re: launching objects

    That would be the action point you're looking for. In the animation editor you can display the action point by clicking the icon next to the one that is an eye (the hotspot), it looks like a little...
  184. Replies
    5
    Views
    1,925

    HWA compatible extensions

    Hi, I was just wondering if there is any list or something on what extensions are HWA-compatible?

    Otherwise such a list should be compiled somewhere in the forums, would be really helpful.
    ...
  185. Replies
    3
    Views
    935

    Re: checking if a counter value changes

    I don't think you can do it like that.
    Imo, the best way to do it would be to have a second value called "tempVal" or something, then do;

    -Always
    -->Set tempVal to value of counter

    [insert...
  186. Replies
    6
    Views
    1,242

    Re: Screen wrapping based on alterable value

    Ha ha.. ah-ha.. ^__^

    So simple! Why didn't I think of that?

    Thanks!

    //EE
  187. Replies
    6
    Views
    1,242

    Re: Screen wrapping based on alterable value

    Ha! Just realized that I didn't state what I was aiming for in the initial post! XD

    I'm trying to make an object wrap around the screen if it leaves it on the top or bottom(the screen edge, not...
  188. Replies
    6
    Views
    1,242

    Re: Screen wrapping based on alterable value

    Nope.
    Doesn't work.
    Thanks though!
  189. Replies
    6
    Views
    1,242

    Screen wrapping based on alterable value

    It's 03:19 am, so forgive me if the solution is obvious.

    I have an object with two alterable values; Ypos and Yvel.

    The event in question; If Yvel<> 0
    -Set Ypos -> (Ypos+Yvel) mod 480
    -Set Y...
  190. Replies
    2
    Views
    961

    Re: How to make Megaman screen transitions?

    I uploaded a scrolling engine to TDC yesterday including that feature and a few else, take a look if you're interested.

    http://www.create-games.com/download.asp?id=8428

    //EE
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