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    As it turns out, the Microsoft stack has some...

    As it turns out, the Microsoft stack has some issues. Wiimotes paired on the Toshiba Stack, work perfectly fine. This is on Win7 64bit.
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    Detecting IR with the Wiimote extension

    I'm successfully connecting 10 wiimotes using three wiimote objects, 2 BlueTooth dongles and two different BT Stack drivers. I can control their LED lights, trigger from their buttons and all is...
  3. Thread: iOS 5

    by ionside
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    Re: iOS 5

    Oh awesome, thanks BHGames. That was one major concern I had about updating my project to 5. I have quite a lot using delta time.
  4. Thread: iOS 5

    by ionside
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    Re: iOS 5

    Oh, I thought using Delta time would use double precision.
  5. Thread: iOS 5

    by ionside
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    Re: iOS 5

    so, using a Delta time mechanic is a no no, yeah?
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    Re: An unnamed file was not found

    *sob* I've never used the runtime object. I've accepted my issue as a one off. And since I have a workaround (opening and exporting in another OS) it isn't a show stopper for me.

    Would like to say...
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    Re: Pause, & Unpause on event?

    Yeah I just make two major Groups, Pause and Game.
    You'll still need to tell looping animations to stop, then resume, and if you have any Global counters you'll need to specifically stop them too.
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    Re: An unnamed file was not found

    I can't offer any solution sorry. Although I'm working in Win7, I open the file on my Vista machine to specifically export to Xcode.

    Can only assume that it's some 64bit Win7 issue. I've set MMF2...
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    Re: An unnamed file was not found

    Hey Jeff, yeah it happens with the latest release and Beta. Could it somehow be a 64bit Win7 issue?
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    Re: An unnamed file was not found

    Hi Francois, thanks so much for looking into it.
    The build issues were with Win7, I later found my Vista machine built them fine. The error with the final was indeed during running the app, and...
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    Re: An unnamed file was not found

    An update: Seems as though my 64bit win7 machine doesn't like exporting Xcode projects anymore.
    I've tried new projects and they all come up with that error. I've uninstalled mmf2Dev and the...
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    Re: An unnamed file was not found

    Thanks, Francois. I just tried the latest beta, and the problems persist, unfortunately.
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    Re: An unnamed file was not found

    OK, I'm assuming I'm not going to be able to get an Xcode project building from this anymore, so I've just done some workarounds that work in the cci app build.

    But my concern is the errors that...
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    Re: An unnamed file was not found

    Hey Francois,
    Have you had an opportunity to view those files I shared with you?
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    Re: An unnamed file was not found

    most certainly...
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    An unnamed file was not found

    I've been building my iOS app as a .cci application, but there's been a few odd things happening when testing on iDivices and the simulations (some actives not showing up). So want to build as an iOS...
  17. Re: select all in qualifier with same alt value

    Sounds exactly what I want, thanks guys!
  18. Re: select all in qualifier with same alt value

    I've tried spreading values of 'ID' across them, I get a count of them but I just don't know how to count them AND filter to the ones with the same value.

    Another alternative I'm willing to try...
  19. select all in qualifier with same alt value

    I have a bunch of actives in a Qualifier, and they each have duplicates that spawn.
    On screen there may be a number of them on top of each other.
    I'd like to be able to count how many objects the...
  20. Thread: MMF2 Unicode

    by ionside
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    Re: MMF2 Unicode

    Great, thanks for this info, Yves. It doesn't sound as drastic as I thought it would be.
  21. Thread: MMF2 Unicode

    by ionside
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    MMF2 Unicode

    I need to create a small iOS app for a client. The client is Korean and therefore needs the app translatable to Korean.

    I have MMF2 Dev (not unicode) and the iOS addon. But I understand the iOS...
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    Re: Tapping really quickly freezes animations

    I recommend doing as DaveC suggests, I do the same thing in my projects to rectify the issue.
  23. A possible bug? With active object movement change

    I have a scrolling level and active objects change their movement on a trigger (from static to bouncing ball and back).
    When an active switches from bouncing ball back to static, both the iOS...
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    Re: My first iOS game on the app store.

    Congratulations on it's release! And it looks great!
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    Re: The 'other' iOS features

    Thanks for the great information, DistantJ. All seems a lot further ahead than I anticipated!
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    The 'other' iOS features

    I haven't checked back here in a little while so was very excited to see the iOS export module available. I don't have a mac yet so can't test. I do have a few little questions.

    Push...
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    Re: Prairie Sheriff

    Looking good! I do recommend spending a little more time on the UI/HUD as it currently brings down the overall quality at the moment.

    I like how the crosshair jitters when moving and effects your...
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    Re: [Beta] Facebook

    Very awesome. Thanks for your hard work! I'll definitely be using this in the near future.
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    Re: XNA Beta testing

    This is very exciting. I'm looking forward to porting my HWA game over to XNA. Definitely where the market for the game lies.
    I'm just afraid of how many changes will be needed to do a successful...
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    Re: Link your MMF flash games here...

    This was my first attempt at making a quick game. Created when the Flash exporter first arrived.
    I've learned a lot since then!

    direct link: http://pixelpickle.com/mowdown/
    Mochi:...
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    Re: [Extension] Full GamerSafe API

    Hi, sorry for stepping on toes. But I'm very keen to hear how this is progressing, for Gamersafe API? :)
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    Re: Irregular animation?

    I tend to set random speeds when I want to offset duplicate object anims. For trees this would work well as you can set a speed change every second or so which will change the speed of all trees...
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    Re: Box2D portet to Flash!

    Truly awesome stuff, Looki!
  34. Thread: stdrt.exe?

    by ionside
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    Re: stdrt.exe?

    Thanks, I've sent the user a patch that fixes this issue. But a problem remains:

    Now instead of crashing on stdrt.exe:

    AppName: stdrt.exe AppVer: 0.0.0.0 ModName: usp10.dll
    ModVer:...
  35. Thread: stdrt.exe?

    by ionside
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    Re: stdrt.exe?

    Thanks for your help and confirmations, guys. I'll certainly create a new build without compression.

    Sorry if I created any unnecessary alarms.
  36. Thread: stdrt.exe?

    by ionside
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    stdrt.exe?

    There have been two incidents now (minimal but worrying), of people who have bought my game that have had it crash on them due to a stdrt.exe error. What is this stdrt.exe? When I search it says it's...
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    Re: Request - Ogg theora extension (paid - $142)

    And video is a perfect example of that. With my recent release (Lylian Ep1), I ended up having to use the codec with the crappiest compression known on the windows OS only because it is the only one...
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    Re: Request - Ogg theora extension (paid - $142)

    This is fantastic! I had .ogv working, but it needed the codec installed on the users machine. Also didn't like going fullscreen.
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    Re: a Unicode extension for MMF2 Dev HWA?

    Hey Hernan, Well that indeed is good news. Thank you!

    When I changed the format of my ini file to Unicode with some text in Japanese and other text in English; the pages in game are blank (not...
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    a Unicode extension for MMF2 Dev HWA?

    I've released a game in MMF2 HWA. which reads most dialogue from ini files. It would really be great to be able to read Unicode and display the text in the game. I don't mind having to change the...
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    Re: Need to localise to Japanese and Korean

    Thanks guys, yeah I'm thinking of the unicode version. I guess I can test with just throwing characters in the ini files and seeing how they look. With fingers crossed. :D

    Edit: Hmm yeah it...
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    Need to localise to Japanese and Korean

    My game has been released for a week and there's interest in Japan for the game. Problem is localisation.

    I have all dialogue loading from ini files and used MMF2 Dev HWA. Is there any way of...
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    Re: Patch Maker - Preparing original file

    That's awesome information. Most of my patches will be to include new files (ini renamed to .dat files for new languages).

    I'm afraid to touch people's registries. But I might take a look into it....
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    Patch Maker - Preparing original file

    I'm about to send off my program, and know that patches will need to be made for it in the future.

    Knowing this, is there anything I should do in the original release to make patching easier when...
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    Re: Installing codecs within the installer

    Thanks again for your help!

    Hmm very good point. and unfortunately a lot of people wouldn't really know if they have that codec already or not (I'm aiming at a casual market).

    I may just keep...
  46. Video play at correct speed issue (.ogv and .wmv)

    I'm using the Active Direct Show object to play .ogv format videos. In windowed mode it plays quite well with sound, but in fullscreen it slows down to around half speed after a few seconds which...
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    Installing codecs within the installer

    I've got .ogv format running nicely in game. But it does mean the codecs need to be installed on the users machine.

    Is it possible within Install Creator Pro to run the opencodecs_0.84.17359.exe...
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    Re: Cross-fade between frames

    Well the positive thing about using the screen capture rather than a frame transition is everything can keep moving in the current frame rather than pause during the effect. :)
  49. Re: Movement behaving differently from Standard MMF2

    It does seem odd that it behaves differently, for sure. I noticed some other inconsistencies along the same lines; if the player holds a directional key during certain events the previous animation...
  50. Re: Movement behaving differently from Standard MMF2

    OK, hehe, fixed.

    I simply added a "Only one action when event loops" to the above condition.
  51. Movement behaving differently from Standard MMF2

    Back when I was using the Standard MMF2 the following would prevent the player from moving if they held down both left and right movement keys:

    Repeat while [joystick] Moved right
    +Repeat while...
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    Re: Cross-fade between frames

    You can't cross fade. But if you wanted the cheat the effect you could have a snapshot of the next frame fade in within the current frame. Then switch to the next frame.
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    Re: Setting up alternative input controls

    OK, so I've found the problem: I'm an idiot.

    The solution is to remove me from any sharp objects.


    I completely forgot that I changed the input set last week, and so was trying to remap to the...
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    Re: Setting up alternative input controls

    Unfortunately I can't, the file's pretty huge. Could it be an issue of me setting it in one frame and using it in another?

    I've set it to global values. 0 = default, and 1 = alternative.

    Edit:...
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    Setting up alternative input controls

    I've set up an option for alternative controls but it's not working.

    I've used the player1 object to set the alternate keys; up, down, left and right.

    The default is W,S,A,D and the alt is to...
  56. Re: A little help with Install creator key generation

    OK great. Thanks again for explaining it to me. :)
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    Re: How to set-up levels?

    Just to add to RickyRombo's advise. Try splitting sections in your code as groups. This way if you do need to tweak your mechanics in one frame, it's easier to copy and paste it into the other frames.
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    Re: MMF2 HWA Beta #9

    Not sure if this is already known but when using string object to display a long line of text with punctuation, periods and commas tend to start on the next line instead of tagging on the end of...
  59. Re: A little help with Install creator key generation

    Thank you, Yves. I kind of had an idea that's how it worked but wasn't sure.

    If I may add to that question; creating a serial code out of the user's name or email address - would this mean I'd...
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    Re: Save games and .ini files

    It's a great tutorial too! I save and load the game, and load all dialogue from .ini files thanks to reading this tutorial. (:
  61. A little help with Install creator key generation

    I'm sorry this may be a trivial question but would someone mind giving me a step by step instruction on creating multiple serial numbers for my product, using Install creator Pro?

    I wish to give...
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    Re: Moving back from another product

    But, wont an exporter for iPhone also mean a port for Mac? That's a good thing for sure considering Valve has seen a good opportunity in porting their games over to Mac. And Steam now offering Mac...
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    Re: Playing video in .ogg format

    Sorry for digging this post up from the grave. but I'm still looking into this as well.
    Some time ago I posted a thread:...
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    Re: Another spread value on duplicates problem

    Thanks LB, I actually got it sorted a few moments ago.

    It's something that's very minor, and I've uploaded the mfa file to show how minor it was. :D

    ...
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    Re: Another spread value on duplicates problem

    Agh, this is painful. I can't work out why it doesn't work. I've removed the spread and fast loops, added ForEach loops. Still not working.

    Who would have thought such a tasty treat could leave...
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    Re: Another spread value on duplicates problem

    Hmm, can't seem to even get ForEach to work correctly. Something weird going on. Might have to create it in a separate frame and see if there's still issues.
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    Re: Another spread value on duplicates problem

    Hi guys, thanks for your help.

    Yeah I'm most certainly using "Compare to an Alt value" (I've learned that lesson). :D

    LB I did try without spread val and fast loops first, but it just effects...
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    Another spread value on duplicates problem

    Hi all.

    I've used spread values and fast loops so often now, but still things confuse the buggery out of me and don't work as I'd imagine:

    I have an object being created each time other objects...
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    Re: Mochimedia Enabled Games Made with MMF2

    Not a game I wish to see the light of day ever again, but:
    http://www.mochigames.com/game/hacklaster-mow-down/
    http://cdn.mochiads.com/c/g/hacklaster-mow-down.zip
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    Re: How do I change RGB Coefficient

    Thanks Dynasoft, yeah that's what I ended up using. It's all very handy really! :D
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    Re: How do I change RGB Coefficient

    Ahh, found it in the help doc (missed HWA section in my first look).
    "RGB Coefficient : returns the current RGB coefficient, in the following format : B*65536 + G*256 + R. You can use the GetRed,...
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    How do I change RGB Coefficient

    I'd like to change the RGB coefficiency of a layer in an event. But adding some thing like 255,215,0 in the expression editor obviously only takes in the first number which is red.

    How do I change...
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    Re: Convert from Standard to HWA

    OK, Thanks Yves.
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    Convert from Standard to HWA

    I've been working on my app in Standard and have finally prepared it for HWA (replacing SubApp objects with HWA friendly full-screen pausing) now that HWA is stable.

    I've noticed currently that...
  75. Re: App runs faster in standard mode than dx + vram

    Chaos, I think I'm paddling in the same boat as you. I've been trying to work out whether machine ind. is best on or off. And Sub apps (with a mix of fullscreen option) is a pain to convert over.
    ...
  76. Re: App runs faster in standard mode than dx + vram

    yeah that's what I was talking about too. I've tried it in the HWA version, using direct3d (dx9). And other than being able to use the effects available, the playback didn't show a marked...
  77. Re: App runs faster in standard mode than dx + vram

    Thanks, LB. Hmm, I tried the app on HWA (dx9) and it doesn't have any marked improvement from what I could see (because it was created in standard mmf2 Dev I assume). And means I'll have fullscreen...
  78. Re: App runs faster in standard mode than dx + vram

    I actually thought it would be a better option considering it uses video ram, and takes some pressure off the cpu (?)
  79. App runs faster in standard mode than dx + vram

    So yes, I'm just wondering why my game would run better in standard mode (60frames/sec) than in directx + vram mode (2frames/sec).

    My computer is an intel i7 950 with 2 x 285 video cards with 2gb...
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    Re: include directx9 with installation?

    Thanks Yves, yes it was the size of dx9 that concerned me as it would bloat the size of the application. I know possibly 98% of people would already have dx9 or higher. So I guess it shouldn't really...
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    Re: include directx9 with installation?

    OK, so it is recommended to include a directx install with your app. Thanks.
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    include directx9 with installation?

    Because HWA uses directx9, is it worth including directx9 with an installation, that automaticly installs for the user?
  83. Thread: mochi ads

    by ionside
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    Re: mochi ads

    ok now what the hell, mochiads has reset the count down to

    991
    Impressions
    $0.42
    Earnings

    what a bunch of crap! [/quote]

    I found mine fluctuates over a daily period, but catches up the...
  84. Thread: mochi ads

    by ionside
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    Re: mochi ads

    I asked about preloader, not game ad
  85. Thread: mochi ads

    by ionside
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    Re: mochi ads

    MJK, I'm guessing don't need to tick "Include preloader" in mmf too yeah?
  86. Thread: mochi ads

    by ionside
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    Re: mochi ads

    wow, jasonorme that's awesome!
    I can see how if you had a few games going, and doing as well as that you could certainly have a nice little royalties check on the side.



    I agree, it could be...
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    Re: Hi-score PHP/mysql in Flash. Question

    Thanks for your help, UrbanMonk. But...

    It now works! I changed it to LB's recommendation and it didn't work straight away, but now seems to be doing beautifully! I just needed to give it time to...
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    Re: Hi-score PHP/mysql in Flash. Question

    Thanks, LB. I've changed it to that, unfortunately still doesn't work. must be something else causing the issue, but I couldn't begin to think what as the highscore recieves fine otherwise.
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    Re: Hi-score PHP/mysql in Flash. Question

    Hmm, I've uploaded a game to newgrounds and the crossdomain.xml file doesn't seem to be working; submitting score to the database



    <?xml version="1.0"?>
    <!DOCTYPE cross-domain-policy SYSTEM...
  90. Thread: mochi ads

    by ionside
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    Re: mochi ads

    some details on that in this thread: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=179391&page=3
  91. Thread: mochi ads

    by ionside
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    Re: mochi ads

    Good question, also, I wonder what they feel about mochi ads on your game? I can't find any details where they say NOT to have it.
  92. Thread: mochi ads

    by ionside
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    Re: mochi ads

    I'll have a little minigame up hopefully before the weekend ends. I'd be happy (or sad) to report how it goes after a week.
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    Re: Hi-score PHP/mysql in Flash. Question

    Oh right, I actually though that was for something different. Double awesome!
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    Re: Hi-score PHP/mysql in Flash. Question

    That is awesome information, thanks!
    May I ask; does the .xml need to named anything in particular?
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    Re: Hi-score PHP/mysql in Flash. Question

    http://www.aquadasoft.com/downloads.php

    Took me a little while to find it too. :)
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    Re: Hi-score PHP/mysql in Flash. Question

    Just to delve into that a tad more, having the ability to use more of the mochi services would open to automated social media and mochicoins for microtransactions; More monetizing oportunities.
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    Re: Hi-score PHP/mysql in Flash. Question

    Oh yes, just very much on my wish list!
  98. Replies
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    Re: Hi-score PHP/mysql in Flash. Question

    find it here: http://www.clickteam.com/website/usa/tutorials
    Under "Advanced tutorials" called "Online Scores using PHP/mySQL"
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    Re: Hi-score PHP/mysql in Flash. Question

    Oh I see so it's the flash file that has the issue there, I was thinking it was facebook.

    Cheers for that info!
  100. Replies
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    Re: Hi-score PHP/mysql in Flash. Question

    Thank you for that, David. Yes Jamie just mentioned Get object in click chat too, I hadn't used the object before and it sounds very useful.

    The tutorial asks for Live reciever, String Tokenizer,...
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    Hi-score PHP/mysql in Flash. Question

    I'm ready to add a hi-score table that uploads to a website using mysql, for a little game. I turned to the old tutorial on the tutorial page again since I'm not all up on PHP and some of the...
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    Re: Pause in Flash apps

    Yes I agree, I've just finished creating a similar pause group of events, to pause all animations and reset speed values.

    A solid pause function is highly requested since most gamers would expect...
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    Re: MMF2 HWA Pre-release version

    Hmmm, around about this time I need to consider whether 'Lylian' should be moved over and completed in HWA, or carry on in normal...
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    Re: Drawing a line from A to B

    Oh man there's no reason to feel dumb. Pretty much every question I ask on these forums is a dumb one, but I'm usually smarter for it in the end! :D

    Thanks for posting your fix on the issue you...
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    Re: trigger event when all enemies are same state

    Now I know about, and have installed the select object. I'll probably make some use of it. Thanks for that, Dynasoft. I was getting a little confused with some of the options in there, and what order...
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    Re: trigger event when all enemies are same state

    Thank you, Algul for taking the time to do that. I did set temp to 0 but set a few other things up incorrectly as you've highlighted for me.

    Thanks again for your help.

    Edit: what I did wrong -...
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    Re: trigger event when all enemies are same state

    Unfortunately, didn't work as planned. as it keeps adding 1 to temp on the first enemy that becomes the required state.
    This is what I've done:

    On loop "enemyState"
    +enemyID =...
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    Re: trigger event when all enemies are same state

    Hey that's it! Thanks so much, Algul, LB.

    Hugely appreciated. :)
  109. Replies
    11
    Views
    2,102

    trigger event when all enemies are same state

    I'm stuck on a condition, and not sure if it's just because my brain has shut down for the evening; I have multiple enemies with a spread ID and fast loop. All working fine.
    But I want something to...
  110. Thread: Lacewing BETA

    by ionside
    Replies
    50
    Views
    21,389

    Re: Lacewing BETA

    Oh wow, this comes at an awesome time!
  111. Replies
    5
    Views
    918

    Re: Individual Frames Vs One Large frame

    I chose the frame per section route for my sidescroller/semi platformer.

    The biggest disadvantage I've found is needing to repeat events. If you need to make a change in one frame, then you need...
  112. Re: Win OS Sticky keys and Google Search hotkeys

    Yeah, I'm re-avaluating my control scheme.

    I have considered a keymapping screen. Will need to look into that further as it's confusing me how to get this working correctly

    Thanks, Fimbul.
  113. Win OS Sticky keys and Google Search hotkeys

    My game uses multiple presses of the Shift or ctrl keys at regular times.
    I've began sending out a build of my game for playtesting.
    And some uses have come back saying that the "Sticky Keys"...
  114. Re: Remove first No# objects when count reaches limit

    Thanks LB, but yeah I have tried a number of ways including that. The issue I've been having, is that what should work (including the examples you've given me) haven't been working as expected. I'm...
  115. Replies
    3
    Views
    1,399

    Re: Photoshop & MMF image editor?

    What image format are you using? I use .png which seems to do fine with its alpha channel information.
  116. Re: Remove first No# objects when count reaches limit

    I want it to only remove 20(for example), only when there's 100 objects in their dead state, automatically.

    for example, in your example; when pressing space it will remove 20 objects no matter...
  117. Re: Remove first No# objects when count reaches limit

    Hey LB, I finally got the chance to view your example. And yes it does exactly what I asked, removes the last 20 or so objects.
    your ID of active > NOobject(active)-20 does the job where I just had...
  118. Re: Remove first No# objects when count reaches limit

    Thanks LB, I'll look at that as soon as I get home. I am using Compare to object Alt value. But it's obvious I have something in the wrong order or out of whack.

    big thanks!
  119. Re: Remove first No# objects when count reaches limit

    yeah mate, I initially had spread value 0, changed it to 1.
    And have the if spread ID greater than a number (I tried various amounts)

    If I have less than, then it removes the latest instances...
  120. Re: Remove first No# objects when count reaches limit

    Thanks LB, but yeah it's not working.
    if Spread ID of the object is lower than... works fine
    but when going greator than, nothing happens.
  121. Re: Remove first No# objects when count reaches limit

    Thanks for your responses guys.

    I currently have a spread value of 0 before the overall fastloop.

    on death event I have:

    state of active = 4 #4 being dead state
    ID of active>=80
    ->destroy
  122. Remove first No# objects when count reaches limit

    I have a large count of instanced enemies spawning over a period of time. To prevent slowdown, I'd like to check when 100 of the objects are onscreen, destroy the first 20 dead objects.

    Would I...
  123. Replies
    98
    Views
    30,491

    Re: MMF2 HWA Beta #5

    This is coming along great, is there any possibility of the flame object extension becoming available for HWA?
  124. Thread: Animation help

    by ionside
    Replies
    31
    Views
    5,190

    Re: Animation help

    Hey there Mishap, I had a look at your file and the hotspot on all of your animation frames are at the default top left corner of the images.

    Also, Placing the hotspot over the face will certainly...
  125. Thread: Video Pro

    by ionside
    Replies
    71
    Views
    12,510

    Re: Video Pro

    working fine here.

    Vista ultimate 64bit
  126. Thread: Time X issues?

    by ionside
    Replies
    4
    Views
    1,121

    Re: Time X issues?

    Ok! I promise I won't make a habit of reviving old posts, I just wanted to mention that I rectified the problem I was having, just in case there's someone else out there that makes the same mistake I...
  127. Re: Free video codec for commercial use, usable in

    Hmmm, well I've tried transcoding from many different codec settings, It says it needs to be uncompressed Avi and wav format audio. The audio in videos are either just not heard, or cause mmf to...
  128. Re: Free video codec for commercial use, usable in

    Thanks Pkeod, but I thought there might be some commercial license required for swf in a product. I'm guessing wrong hey?
  129. Re: Free video codec for commercial use, usable in

    Sorry to raise this thread from the dead...

    I'm having a little issue with sound using the above mentioned theora and directShow.

    Basicly I'm not getting any :)
    Looking in the debugger; it...
  130. Thread: Time X issues?

    by ionside
    Replies
    4
    Views
    1,121

    Re: Time X issues?

    It's always possible I've done something wrong, so not sure if it's reportable...

    I have timer 1 and 2 used in events, timing when a lock is released for one, and another for when an active pauses...
  131. Thread: Time X issues?

    by ionside
    Replies
    4
    Views
    1,121

    Time X issues?

    I've been using Time X for various global times in each of my frames. For a while it's been working great. But recently I've added a few more events with different global timers, and now my old...
  132. Replies
    6
    Views
    955

    Re: Quicktime best option for Mac port?

    OR, you could make the video into an animated GIF and import it as an active object. [/quote]

    That's a good thought, Techokami. For a polished look, I think some slide in panels will look better...
  133. Replies
    6
    Views
    955

    Re: Quicktime best option for Mac port?

    ok, Thanks for that Francois. Mac players can settle with slideshows in that case ;)
  134. Replies
    6
    Views
    955

    Quicktime best option for Mac port?

    I'm currently using Theora and Directshow for videos in my project. But I'm guessing that isn't going to work when I use Java wrapper to port to Mac.
    Is quicktime the best and only option?
  135. Adjusting a sample in a channel individually

    I've set up global variables for the voume of sound channels 1,2 and 3
    for example; channel 1 is for music tracks, 2 is for sound effects. So they can be adjusted in the options menu.
    When I try...
  136. Thread: Testimonies

    by ionside
    Replies
    23
    Views
    4,839

    Re: Testimonies

    After losing hope trialing and even purchasing other somewhat buggy 2D engines for our game prototypes, I stumbled upon Clickteam's Multimedia Fusion2. As an animator foremost, I found MMF2 quite...
  137. Replies
    9
    Views
    1,390

    Re: BMX / Bike Platform Movement

    Hi Mayfly,

    I'm not aware of anything that's specific to what you're after. But the Custom Platform movement tutorial by David N (on the tutorial page)sets up a jump mechanic that could certainly...
  138. Replies
    46
    Views
    10,795

    Re: MMF could now make games for Wii,Xbox360,PS3

    I would be prepared to pay for this, as I would be prepared to pay for any console exporter. The only reason I'd make an application for iPhone and other platforms would be to sell the app.

    I'm...
  139. Replies
    13
    Views
    1,596

    Re: stop enemies from overlapping each other

    Thank you for that Zabooza, although it is a great move in the right direction - it does prevent them all from moving once they collide. I wonder if there's some way of making it effect the instances...
  140. Replies
    13
    Views
    1,596

    Re: stop enemies from overlapping each other

    Just to add some more information to help someone help me. I apologise for the bump;

    How would you detect an enemy instance colliding with an instance of itself?

    I'd like to have the seperation...
  141. Replies
    13
    Views
    1,596

    Re: stop enemies from overlapping each other

    yes I have detectors for collision of the player.

    The movement portion of the code is very simple at the moment as I've only began with it. Its:

    *On loop "enemymove"
    +ID of...
  142. Replies
    13
    Views
    1,596

    Re: stop enemies from overlapping each other

    maximum width is 50 pixels, I tend to leave them the same size mostly as force of habit from other game engines I've used in the past. And it means I don't need to check the size of the character for...
  143. Replies
    13
    Views
    1,596

    Re: stop enemies from overlapping each other

    No I keep all the animations the same size, width and height.

    And there's some empty space around the character in most animations.
  144. Replies
    13
    Views
    1,596

    Re: stop enemies from overlapping each other

    50 pixels :)
  145. Replies
    13
    Views
    1,596

    Re: stop enemies from overlapping each other

    Hey Zabooza, it's a sidescroller - so when moving and attacking they tend to stack up and you can't see how many there are, as they're all sharing the same x coordinate.

    Hope that helps :)
  146. Replies
    13
    Views
    1,596

    stop enemies from overlapping each other

    Hello, I have multiple duplicates of an enemy chasing and attacking the player. How can I stop the instances hiding behind one another?

    I'm using a custom movement.
  147. Re: Having trouble spreading values on detectors

    Thank you Dynasoft, indeed it was the Compare two general values I made the mistake with. Even though I know all about the common mistake, I still managed to make the fumble.

    That's working now,...
  148. Having trouble spreading values on detectors

    I'm using spread value and fastloops for mutliple instances of an enemy. There's detectors attached to the enemies with their own spread value.

    The enemies work independently, but when the player...
  149. Replies
    7
    Views
    1,121

    Re: Getting your Java Mobile games out there

    Reading up about the ovi store in their forums, came across this...
    "... all Java apps will need to have gone through the "Java Verfied" process..."

    Could potentually make things a little...
  150. Replies
    20
    Views
    8,112

    Re: Oinc Tutorial Videos!

    Oh it took me a while to notice this thread, I've been hoping for some Oinc tuts... And these are tops! great work!
  151. Re: To Clickteam: Cross platform deployment and more.

    now that would be quite cool. I'm guessing expensive though
  152. Replies
    3
    Views
    1,032

    Re: Layer Wrapping isn't working

    Yes I have a few layers set up for parallax, and they have different X coefficiencies ranging from 1.03 to 1.05. Perhaps that's too small for it to detect?
  153. Replies
    3
    Views
    1,032

    Layer Wrapping isn't working

    I'd like my layers to wrap horizontally, but it doesn't seem to work.

    Are there any other steps to be taken other than ticking on Wrap Horizontally in the Layer setting?
  154. Re: Free video codec for commercial use, usable in mmf

    Ross,

    That works great! Thanks so much for sharing that hey. I haven't tried it with a video that includes audio yet, but it seems to be running just fine in mmf so far.
  155. Re: Free video codec for commercial use, usable in mmf

    no unfortunately, xvid uses Mpeg4 which requires a license for commercial use. Actually I found a similar post about this on another forum, same questions being asked.
    People are recommending...
  156. Free video codec for commercial use, usable in mmf

    I'm trying to track down a good video codec that free to use for commercial use, and can be inserted in mmf applications. I know there's an ogg directshow filter available, has anyone used it in mmf....
  157. Replies
    1
    Views
    618

    Re: Another spread value question

    hmmm, nevermind, I've given up on this one... I'll just clone and use a qualifier.
  158. Replies
    1
    Views
    618

    Another spread value question

    Summary:
    I have an active that's a vent (like an airvent) which I want to duplicate into instances. The vent has an alterable value "state"; 0=closed, 1=open.
    An active object can be created by the...
  159. Thread: Duplicates

    by ionside
    Replies
    8
    Views
    1,106

    Re: Duplicates

    Hey Angelfox, would you mind giving a little description on how you fixed it?
  160. Re: animating motion graphics - with ease in and outs

    Thanks Random, I'm glad I've learned how to use sin and cos in mmf and have found many uses for it already (have even implemented some).
    But your examples are perfect for what I'm after right now,...
  161. Replies
    7
    Views
    2,920

    Re: Extracting an MFA?

    You could move the image from a library to a frame, take a screenshot to paste and colourize in Gimp/Photoshop.

    Edit: sorry, pretty much similar to what nivram suggested, if it's only one texture...
  162. Re: animating motion graphics - with ease in and outs

    Oh Jacob, that is a freakingly helpful article. Thank you for directing me to it!
  163. animating motion graphics - with ease in and outs

    OOoohkay this is a biguns, I know it can certainly be done. But I also know it may delve into some maths that I'm certainly not the best at.

    I have a layer attached to an active object via the...
  164. Replies
    3
    Views
    1,165

    Re: Localization, having all text in one file

    That is a top idea Olivier, thank you. I'll certainly look into that.
    And yeah choosing another text object may simplify things as well, good point on the asian characters Bruto_Memo.
  165. Replies
    3
    Views
    1,165

    Localization, having all text in one file

    I've set up a few .ini files; one is a setting file where the user only needs to choose their language once. And then there's a file per language (Russian, English, etc).

    I would really like to...
  166. Replies
    4
    Views
    738

    Re: moving an active towards another active

    hmm, might need some extra help on this DT, any chance of seeing that example please?


    Edit: Scratch that, works beautifully. I was just making it unnecessarily complicated for myself. Thanks!
  167. Replies
    4
    Views
    738

    Re: moving an active towards another active

    Thank you DT, it didn't even occur to me the need to change movement type, but it makes sense, I'll give it a shot!
  168. Replies
    4
    Views
    738

    moving an active towards another active

    Hi, I'm trying to make an active object move towards the player object over time when triggered.

    I've tried using the MoveIt object, but it either crashes the build, or pops the queued active at...
  169. Re: active object to move slower than 1pixel per frame

    Oh that's awesome guys, thanks a lot for your help. I'll try each of these. But I'll certainly try Dynasoft's example first, to teach me the nitty gritty so to speak.
  170. active object to move slower than 1pixel per frame

    I remember reading somewhere on how to do this, may have been one of the tutorials, but buggered if I can find it.

    Y( "Active" )-1 makes the object move 1 pixel up per frame, how can I make it...
  171. Replies
    23
    Views
    3,428

    Re: .PNG images require compression?

    Ahh, great thank you Nifflas.
  172. Replies
    23
    Views
    3,428

    Re: .PNG images require compression?

    Thanks for your heads up Dragonguy.
    The reason I'm asking is I used to use a little tool called PNGMonster, which compresses the image further, when I used other game engines.
    But because mmf...
  173. Replies
    23
    Views
    3,428

    .PNG images require compression?

    I'm mostly using .png format images for my characters and other assets for its alpha channel.
    Because mmf2 stores the images in the active object, is it worth compressing png files, does the mmf...
  174. Replies
    24
    Views
    11,395

    Re: Bullet-Time: There is no Foo!

    Should make a widget out of this
  175. Replies
    2
    Views
    912

    Re: attack when facing enemy only

    That works beautifully, thank you wizkidweb :)
  176. Replies
    2
    Views
    912

    attack when facing enemy only

    I have melee attacks that trigger when overlapping the enemy. I would like them to only trigger when the player is facing the enemy.

    How do I do a check to see if an active is facing another...
  177. Replies
    15
    Views
    2,682

    Re: Please help with multiple enemies

    I use Vista too, what didn't work out too well?
  178. Replies
    15
    Views
    2,682

    Re: Please help with multiple enemies

    Hey thanks for the heads up guys, it's always handy to have examples!
    I was planning on using behaviours on the enemies and player, but during testing it didn't even cross my mind to try adding...
  179. Replies
    15
    Views
    2,682

    Re: Please help with multiple enemies

    Thanks heaps for the responses nivram and Iwantmyrpg.
    I actually sorted myself out just before checking this thread again.

    I was having trouble with the qualifiers and did sort it out with spread...
  180. Replies
    15
    Views
    2,682

    Please help with multiple enemies

    My enemies share a qualifier, I have objects attached to the qualifier to use as detectors for when the player is overlapping them, kind of like a distance checker for the enemy.
    The problem is...
  181. Replies
    0
    Views
    553

    Save & Load tutorial, minor issue

    I've just gone through the Engine Works: Saving & Loading tutorial, and there's a problem with restarting the application; it doesn't bring up the names of the saved files. The problem is in the...
  182. Thread: Moving BG's

    by ionside
    Replies
    4
    Views
    1,254

    Re: Moving BG's

    Hey Cossin,

    You can use the "Layer Object", with it you can move the contents of layers around in their x or y position similar to an active object. I'm using it a lot myself. just look up layer...
  183. Replies
    3
    Views
    765

    Re: Stop animations interrupting others

    If anyone could give me some tips on my second question, that would be awesome; regarding randomly playing idle animations.

    I was thinking I may need to create an alterable value in the active...
  184. Replies
    3
    Views
    765

    Re: Stop animations interrupting others

    Treehugger, that's certainly done the trick, never thought I'd see so many negated conditions in my editor but it's working!

    Thank you :)
  185. Replies
    3
    Views
    765

    Stop animations interrupting others

    I actually have a couple of questions I'm hoping someone could help me out with.

    a)I have a few animations I'd like to have played through their entirety. For example, I'd like my fall animation...
  186. Replies
    0
    Views
    1,749

    Fusion SpriteSheet Exporter - png support

    So a little while ago I found Fusion Sprite Sheet Exporter from Complex Softwares. Which I think is a great little tool for importing sprite sheets into MMF2. just wondering if there's any...
  187. Replies
    17
    Views
    2,347

    Re: Widescreen & Full screen

    Sorry, but I'm going to bump this rather than start a new thread.

    For the lack of supporting resizing, it would be nice to know of a quick way to offer different resolutions in your apps options...
  188. Replies
    5
    Views
    1,741

    Re: Customisable Analogue Clock

    That's awesome Raylax, thank you!
  189. Replies
    4
    Views
    1,155

    Re: Looking for: Bullet & Particle Object

    http://www.clickteam.info/extensions/extview.php?id=100

    :)

    seems to be pretty old though (2004)
    Oh, and the download link for that seems to be broken, sorry
  190. Replies
    19
    Views
    3,467

    Re: Animation object request (paid, $400)

    ahhhhh, now I'm catching on :D
  191. Replies
    19
    Views
    3,467

    Re: Animation object request (paid, $400)

    Ahh nice, I thought the active object could already handle sprite sheets with box mode, but I understand it has some picky requirements.

    Yes this would be very cool indeed as I have all my...
  192. Replies
    19
    Views
    3,467

    Re: Animation object request (paid, $400)

    Sorry for my ignorance as I'm still learning here; how is this different from an active object?
    I like the sprite sheet idea, are you hoping for it to support .png format for the alpha channel?
  193. Replies
    12
    Views
    2,879

    Re: Zooming in and out

    That's very cool Pixelthief, thank you for that.
  194. Replies
    12
    Views
    2,879

    Re: Zooming in and out

    Pixelthief, I'd be interested in seeing an example if you wouldn't mind?
  195. Replies
    4
    Views
    1,277

    Re: Online Score Tutorial - need help

    Dynasoft...

    That was it

    I overwrote the correct name when updating that line (correct name doesn't have an 's' on the end)

    Cheers mate :)

    Spike - certainly helps to post the code doesn't...
  196. Replies
    4
    Views
    1,277

    Re: Online Score Tutorial - need help

    Cheers,
    I basically copy pasted from the tutorial.
    Of course I entered the correct user name and password.



    <html>
    <head>
    <title>Online Scoreboard Tutorial - Scores</title>
    </head>
  197. Replies
    4
    Views
    1,277

    Online Score Tutorial - need help

    I've been following DavidN's "Online high-score" tutorial. Everything was working well.
    I was getting a display of all the scores submitted on my displayscore.php page but I wasn't getting the...
  198. Re: If you, like me, are struggling with this stuff.

    Thanks for the user review OldGuy, I'm new to mmf too, and any kick starts in the right direction are helpful. :)
  199. Replies
    2
    Views
    777

    Re: Player movement - inbetween animation

    The third option certainly sounds attractive as I have quite a lot of animation types to add. And the ability to start at a specific frame in an anim is very useful info.

    These are all great...
  200. Replies
    2
    Views
    777

    Player movement - inbetween animation

    I have my player moving side to side, running and stopping. But I'd like to have it play a halt animations when it stops moving, followed by the stopped animation.

    It works OK to a point, but...
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