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  1. Thread: A.I. help

    by Random
    Replies
    3
    Views
    896

    Re: A.I. help

    - What does it do:
    It makes the enemy look in the direction of the player's hotspot.

    - How to do it:
    Add an action for Enemy called "look in direction of" or similar. There you can select the...
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    Re: MMF3 legacy support - yes or no?

    I agree. MMF2 projects can be finished with MMF2 - it's still a good program.
    MMF3 should not be burdened by support for old projects. Maybe being able to import the graphics from objects of old...
  3. Thread: Enemy AI

    by Random
    Replies
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    3,961

    Re: Enemy AI

    Well that's kind of where MMF can get a bit nasty, but it can be done, no problem.

    To have multiple instances of one object, there are different ways to handle it. For one, never make copies of...
  4. Thread: Enemy AI

    by Random
    Replies
    10
    Views
    3,961

    Re: Enemy AI

    I think that's a very interesting point, but really only applies in some situations. In many games you, as a player, would expect units to see the world as you do - top down, or whatever it is....
  5. Thread: Enemy AI

    by Random
    Replies
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    3,961

    Re: Enemy AI

    You just made that up to sound smart, right? Sneaky. :P

    Nice breakdown, Dines.
    If you want to have your NPC make "intelligent" decisions, you have to provide as much information as possible -...
  6. Thread: Enemy AI

    by Random
    Replies
    10
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    3,961

    Re: Enemy AI

    And what would you consider AI? In game terms it's already considered AI when the enemy can shoot at the player on sight.
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    Re: Why doesn't MMF have arrays?

    yes. Should be included with the extension.
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    Re: Why doesn't MMF have arrays?

    Nothing keeps you from naming multiple keys similarly. Not sure about the assArray, but that's how I'd do it with the Named Variable Object.
    E.g.:

    NVO("Sword") = "Huge sword of bashing"...
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    Re: To make a 3D game

    I know that you're saying that :) But I'm saying that if you intend to make 3d games, you shouldn't bother starting off with 2d (in this case MMF). Don't use OpenGL as an extension. Use a 3d engine...
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    Re: To make a 3D game

    I have to disagree here. If you want to make 3d games, even 10 years of 2d games won't help you. It's going down the wrong path. And while I would really like to promote MMF, it is bad advice here....
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    Re: To make a 3D game

    Correct me if I'm wrong, but OpenGL -and- Java won't work together through MMF.
    But even if they would, it'd run horribly slow.

    Not sure if you can get MMF's OpenGL implementation into a browser...
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    Re: To make a 3D game

    If he hasn't ever made a game in MMF, I don't think an example will be enough here. More likely you'll have to code the game for him.

    It is possible to do 3d with MMF (apparently), but the...
  13. Replies
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    Re: To make a 3D game

    I think the day you're ready for 3d is the day when you don't have to ask how to do it anymore ;)
    I'm not kidding.
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    Re: Will MMF2 ever get looping audio?

    Oh sorry, must have missed that. You're right then. Using regular conditions wouldn't work. Don't we have something like "sample stopped" or so that gets triggered exactly when the sound is done...
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    Re: Will MMF2 ever get looping audio?

    That doesn't even make sense, given what people say. Apparently the gap is when you set a sample to loop, which means the sound is already in memory and essentially MMF knows exactly what's going to...
  16. Thread: Roguelike Maps?

    by Random
    Replies
    4
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    2,594

    Re: Roguelike Maps?

    The common approach is to take a 2d array for your map, then "dig out" rooms and hallways.

    Define a starting point, then

    - connect either a hallway of random length or a room of random size....
  17. Re: Character animation walkin, but goin nowhere files

    Uhhh.. the same file, just not renamed to rar (why in the world would you do that?).
  18. Replies
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    Re: 32 sound channels are not enough !

    It's a common hardware limitation. Most soundcards only support 32 channels (some onboard cards only 8! So you actually have to start simulating channels at the cost of CPU time).
    E.g. if you...
  19. Re: character animating walking but not going anywhere

    http://www.mediafire.com/
  20. Re: character animating walking but not going anywhere

    Well that's no surprise - you have to move your character too.

    Try adding like 2 to the x position in this event. (and -2 on left arrow)

    Then you just have to figure out a way to keep your...
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    Re: Advance Pathfinding - need advice on approach

    :/ A shame it didn't work out. I hope the other solution will go better!
  22. Replies
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    Re: Advance Pathfinding - need advice on approach

    Sounds good! Is the game going to be against AI or hotseat?
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    Re: Advance Pathfinding - need advice on approach

    Nice you found your own solution. I doubt it's faster than what I suggested though - you have to redraw the whole pathmap (more expensive than just toggling every barricade once) and you have to...
  24. Replies
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    Re: Advance Pathfinding - need advice on approach

    You said you loop through all nodes and check each for a path. Can't you check at that point, if there's a barricade on that node? If so, make the node passable, check for a path to it, then make it...
  25. Thread: morpg question

    by Random
    Replies
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    Views
    3,482

    Re: mmorpg question

    Considering the amount of solitaire addicted people out there, this might actually be a huge success XD

    Can't wait to form my own solitaire guild so we can enter solitaire instances where we...
  26. Thread: morpg question

    by Random
    Replies
    27
    Views
    3,482

    Re: mmorpg question

    Mission accomplished!

    Now, who else still wants to make an MMORPG? :D
  27. Thread: morpg question

    by Random
    Replies
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    3,482

    Re: mmorpg question

    True and not true. True is, you will fail if you don't learn the basics first, false is that you will fail if you don't make those games you suggested.
  28. Thread: morpg question

    by Random
    Replies
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    3,482

    Re: mmorpg question

    You don't really expect anyone to follow that, do you :P
    It's good advice, yeah, but really boring :D
  29. Thread: morpg question

    by Random
    Replies
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    3,482

    Re: mmorpg question

    The problem usually is not that a beginner might feel to weak to make an MMO. They feel like they're ready for one :D

    I think a main issue is that it looks so easy when you imagine it. And people...
  30. Thread: morpg question

    by Random
    Replies
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    Views
    3,482

    Re: mmorpg question

    Can someone also add a link why not to make an MMORPG? :)

    Okay okay, I do it myself - these include nice links to more information too:
    So you want to make your own MMORPG
    Building MMORPGs @...
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    Re: Random Numbers Greater then Random Numbers...

    Actually it would. Random(1) = 0. But if A is 0, then B would be 0 too. So +1 is more like it..

    Or you can also do the whole thing the other way around:
    B = random(200)
    A = B + 1 + random(200)
  32. Re: Talking about AI in games

    I think they will expand on Spore. They invested a lot in shiny new technology and I'm sure there will be a Spore 2 with good gameplay. It was the same with Black&White.. the first one was original...
  33. Re: Talking about AI in games

    Well Spore isn't really time consuming, as it is not even interesting for a week.

    It looks very nice, it brings interesting ideas on the table and made some technological steps that are amazing -...
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    Re: Detecting Infinite Loops

    Most of the time that's a desired function. E.g. I use plenty of "always" conditions.. in fact LOTS AND LOTS of them. Never had performance problems. You just shouldn't do intensive stuff in events...
  35. Re: Talking about AI in games

    And I never said you were bad at it :P
    I believe the goal of a mission (as a designer) should be to push the player to his limits, make him take risks, etc. Depending on the difficulty he chose, he...
  36. Re: Talking about AI in games

    Hm. New game ideas have been cropping up here and there over the years. There are things that just weren't possible in earlier years and exploring them can be very exciting and lead to new concepts...
  37. Re: !MULTIMEDIA FUSION FAQ! - please pin that topic

    I usually read FAQs. The manual is a reference document. It should provide detailed information about all functions of the software, which is usually a lot of redundant information - whereas an FAQ...
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    Re: What kinds of roadblocks do YOU encounter?

    I suggested a lot of things in the past, but I don't think any of that will be done in MMF2 and maybe not even in MMF3 - although I really recommend Clickteam to make MMF more object oriented and...
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    Re: What kinds of roadblocks do YOU encounter?

    Personally I believe this is an area MMF can improve a lot. I used to run into dead ends / "having-to-recode-it-all" with MMF a lot, while with regular code (C# or Java) pieces of code are usually...
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    Re: AI - Basic Principles

    If you have to choose between multiple options, filter for the ones most likely to suceed (eliminate stupid / pointless options) and pick a random one from the top candidates. This leaves room for...
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    Re: mmf2 non developer?

    Probably you haven't ever bought a software made with MMF2 standard ;)
  42. Re: Getting tired or bored of your current project

    In fact the AI framework to derive such thoughts is already present in GTA. But as you have to precode the individual "parts" for something like that anyway, and thus only a certain amount of fixed...
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    Re: Isometric Racing

    Same in my example, without any sin/cos whatsoever :/
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    Re: Isometric Racing

    This is neat, but did you actually look at what people posted already? There are three examples that do what you describe..
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    Re: Isometric Racing

    Fair enough.
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    Simple isometric projection

    Here's a very simple example how to structure an isometric game by having one layer that is top down and handles movement and collisions, and a second one that is isometric and shows the objects at...
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    Re: Isometric Racing

    No, I'm not gonna argue with the results, as they do indeed look splendid. I just wonder if it might not be easier and more extendable another way. Maybe I should just make an example as well, then...
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    Re: Ultimate How-To: Real 3D Isometric Movement

    I have a little criticism about your claim of not having a top down collision layer. I pointed this out in further detail here. Please do not take it personal, as I do like that you showed in a...
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    Re: Isometric Racing

    Nice that you did this example. But no offense - You claim that you don't need a separate two down collision layer. Well, duh, you don't do collisions at all. If you wanted to implement them, you'd...
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    Re: Isometric Racing

    I'd recommend 32 directions, as then you can use the collision already built into MMF. Probably you'll want to create a custom movement on top of bouncing ball, as you'll get a lot of bounce-like...
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    Re: Isometric Racing

    Corentin's way is indeed the best way to go. Create another layer, which you will later hide. In this layer, all the racing is going on, top down - you can use the car movement or bouncing ball or...
  52. Re: to save more global value inside an only file ini!

    Also take a look at this discussion.
  53. Replies
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    Re: Saving game in a file (Like an RPG)

    I second what Shawn said. Using the associative array is not only more straight forward and practical, but also saves you the one step of encrypting/decrypting the file - as it is one single action....
  54. Thread: Auto Mouse

    by Random
    Replies
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    992

    Re: Auto Mouse

    Hm. This has been discussed before in another context. I think the easiest way is to do something like

    Always:
    set xMouse = xMouse + (xTarget - xMouse) / factor
    set yMouse = yMouse + (yTarget -...
  55. Re: Question about HWA and upcoming Fullscreen opt

    They're all windows controls.. so they at least not show up. You'll have to roll your own.. for checkboxes and radio buttons you could just use active objects to visualize them. For lists use...
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    Re: Help with programming ..... I am

    I think you have to place an instance of it in frame 1 first.
  57. Replies
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    Re: Help with programming ..... I am

    You can put code into it's behavior. That will then work in every frame.
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    Re: Just a fastloop question.

    Thats how loops already work. Maybe grab some examples from the file archive and see for yourself.
  59. Thread: Pong A.I.

    by Random
    Replies
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    2,118

    Re: Pong A.I.

    I made this pong AI, I thought it was fun to play with..
    http://publiclag.sitesled.com/games/shuffle.ccn

    The game captures the mouse, you might have to Alt-F4 it.
  60. Thread: Duplicates

    by Random
    Replies
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    1,106

    Re: Duplicates

    Well then you learned something! Time to pat yourself on the back ;)
    What was your previous post?
  61. Replies
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    Re: Tetris remake WIP - Need help

    I think that's what he means.
  62. Thread: Limiting Jumps

    by Random
    Replies
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    2,262

    Re: Limiting Jumps

    I wonder if that is nescessary -
    I think you can just replace
    Sensor Object is overlapping a backdrop
    + Doublejumped = 1
    ---> Set Doublejumped = 0 with
    +PMO: Player is standing on ground
    --->...
  63. Replies
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    Re: Tetris remake WIP - Need help

    No, turn the blocks into four small blocks that they're composed of - else you can't remove a line anyway.
  64. Replies
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    Re: Tetris remake WIP - Need help

    To remove lines they may not be complete objects anyway - so you have to turn them into small blocks and then you can shoot an invisible object through them.
  65. Re: animating motion graphics - with ease in and outs

    Another way that doesn't use Sin or Cos is this:

    Let's say we only move on one axis - Y, you'd have an alterable value posY in your object, so you can store a floating point position. Then another...
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    Re: a little help please

    Just use "pick random counter" - and it'll process only one counter per frame. Solved..
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    Re: Question about enemy AI

    I would set them to bounce and then choose a random direction (left, right, up down). Used to work for me.
  68. Re: Bricks that change into other things when struck.

    You get to the animation editor by rightclicking on an object in the frame editor, and selecting "Edit". But what you want to do is not done in the animation editor.

    For this you have to modify...
  69. Re: Qualifiers aren't being consistant like Objects?

    That's true, but for meaningful actions you need to know what object it is again..
  70. Re: Qualifiers aren't being consistant like Objects?

    It would be nice if MMF had some sort of object abstraction - like "Active Object", that represents all active objects and holds all the functions, actions and conditions that every active object...
  71. Thread: Inventory

    by Random
    Replies
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    3,566

    Re: Inventory

    It is already possible to lock all the groups of code anyway, so to prevent this you're a little too late.. it should always be at the discretion of the author if he wants to share how something...
  72. Re: Does MMF2 have a "Wait..." Event? I know ab. Sleep

    Yeah, get the Function Eggtimer, it does exactly what you want:

    + mouse clicked
    > player: play walk animation
    > function eggtimer: start function "run" in 5 seconds

    + on eggtimer function...
  73. Thread: Inventory

    by Random
    Replies
    25
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    3,566

    Re: Inventory

    I think MMF(3) should support the creation of interfaces and encapsulation for objects. This will make widgets a lot more useful.

    What I mean is that for example the variables a widget uses, can...
  74. Re: Getting tired or bored of your current project

    That was actually a reply to JimJam's modular approach..
  75. Thread: Inventory

    by Random
    Replies
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    Re: Inventory

    Ah and.. I don't know how you are searching - but when I just search for "inventory" I get several threads all discussing inventories, and even one that comes with a commented example that does...
  76. Thread: Inventory

    by Random
    Replies
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    Re: Inventory

    Well in general, an inventory is a little bit tricky to do. So you have to find a way that works for you.

    Magic Deque is an extension that holds a set of data as if they were cards (they have an...
  77. Thread: Inventory

    by Random
    Replies
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    Re: Inventory

    You could use a sort of 2 dimensional string array or a list (magic deque can work well too) for the inventory (dimension 1 is the inventory slot, dimension 2 are the properties of the object). Then...
  78. Re: Getting tired or bored of your current project

    What's an issue with the modular approach is that in MMF all objects eventually end up being really entangled together, because there is no interface system that you can use to draw clear borders..
  79. Re: Getting tired or bored of your current project

    That's understandable. You just shouldn't beat yourself up for not being like them (yet). Better look back at what you did in the past and how much you learned and improved.. and consider how many...
  80. Re: Getting tired or bored of your current project

    tehehe ;)
  81. Re: Getting tired or bored of your current project

    I think you just saved the poor thread from dying :grin:

    I like the thing about "it's just a game". I think that's often forgotten and people strife to make their game perfectly realistic (many...
  82. Thread: gravity game?

    by Random
    Replies
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    1,259

    Re: gravity game?

    Gauntlet is Hack&Slash which is essentially a part of the action part of an RPG. :)

    It's like having a dialogue-only game. It's also not an RPG, but only a subset.

    And having (just) 3 frames...
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    Re: Getting Player's score as string

    This is really so unique - I've never seen any other community forum where any question, easy or difficult, is taken care of so fast as here.
    This is really an MMF selling point :grin:
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    Re: Making Fighting Games

    Thinking is an activity you have to practise before it becomes a habit :P
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    Re: Create Application that builds itself?

    As a matter of fact it is possible with .NET. It has a runtime compiler that allows to compile C# scripts on the fly. You can compile dll files and exe files.

    HERE is an article to get you started...
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    Re: Moving platform problem

    Well if I make one myself it works. So it's specific to your game that the vertical platform doesn't work.

    Unless you give us MUCH MORE description or post a file, I don't think anyone can help...
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    Re: Making Fighting Games

    Good points. I have a little book with all the game ideas that are too difficult for now or that I don't have time for at the moment. Just writing it down gets your head clear for new ideas....
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    Re: Moving platform problem

    I made a test myself and it works well. Strange.
  89. Replies
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    Re: Moving platform problem

    I'd like to correct you because you are wrong. "Collides with" is triggered one time once two active objects overlap and won't trigger again until they stop overlapping. It is also called once for...
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    Re: Tetris remake WIP - Need help

    But that's how you program MMF.
  91. Replies
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    Re: Moving platform problem

    You'll have to come up with something better to not be able to do it in MMF.
    There's actually several ways to do it. One is to use the "overlapping" condition, and just add "pick random coin" - and...
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    Re: Tetris remake WIP - Need help

    Well it's not a programming language at all. If you don't have MMF, I recommend downloading the demo and taking a look yourself. You'll understand it once you see it :D
  93. Replies
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    Re: Tetris remake WIP - Need help

    Not at all. Although there is an extension that allows you to interact with C# scripts.
  94. Thread: Fastloops error

    by Random
    Replies
    5
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    791

    Re: Fastloops error

    @signature: Maybe you're asking too much :)
  95. Re: Load an image to an overlay in 256 colors mode

    Well as you're the one with the most interest in your own project, chances are high that you invest most time finding a solution as well and therefore find one first :)

    Glad you figured it out!
  96. Replies
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    Re: Making Fighting Games

    I think easiest is some sort of breakout / pong-like game.

    Then maybe a top-down shooter or sidescrolling shooter? If you don't raise your bar too high, a platform game should be possible then...
  97. Replies
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    Re: Making Fighting Games

    How about you try something easier first?
  98. Thread: License?

    by Random
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    Re: License?

    You should email me about it and the competition since I think your in the USA.

    jvance@clickteam.com
  99. Replies
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    Re: suggestion about the vitalize homepage

    I recently wanted to show off some stuff to someone and tried to quickly install vitalize. First in Firefox - which horribly failed to install the plugin, or rather it did, but still wouldn't load...
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    Re: isometric movement

    No problem. But I'm serious about using "always". If you go for the floating point variable approach, you can create much slower movements than ever possible with bouncing ball - and speeding up is...
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    Re: creating world maps

    I'm getting all melancholic here ;D
  102. Replies
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    Re: Overlays > Text Blitters?

    Sounds fair enough, I'm curious to see it when you have something to show.
  103. Replies
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    Re: making a turn based game

    Maybe you should try something even easier, or do some "research"/experimentation.

    Play around with enabling and disabling groups and what you can achieve with that.
  104. Replies
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    Re: Overlays > Text Blitters?

    If you need many textblitters, MMF gets really slow. I tried the same - I just "finished" a nice textblitter-powered dungeon generator, when I noticed that textblitter is not nearly as fast as I...
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    Re: isometric movement

    First of all use "Always" instead of "every 1/100 secs". You'll want to use "every" events as few as possible (they stack up if the application lags) and instead use "restrict action for x seconds"...
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    Re: isometric movement

    I consider the default animation system quite quirky and prefer to have total control with a custom movement.

    Combining the top down map with a map editor is not impossible. If you can actually...
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    Re: creating world maps

    Meh you're right. I'm getting too old for this.. in my days you had 10, or even worse, you had four players, each having score and lives and that's all you had to communicate between frames :grin:
    ...
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    Re: Random Item List

    Hm. Don't have time for an example right now. Might cost me an hour or more to make a nice example :/
  109. Replies
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    Re: creating world maps

    There's an extension for storing global variables (so you have more than the few default ones), and I think you can also save files with that (great for savegames!).

    For the paths I advice the...
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    Re: isometric movement

    In my opinion the best solution is to have two views on the game. One, that is top down and has your movements, collisions and everything, and another that is the graphical representation, using a...
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    Re: Random Item List

    I would put the string into an alterable string of your objects that can be clicked on. This will allow you to pick random objects and add them to your list, and also to check if the user has clicked...
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    Re: Defcon missle system?

    If I search, I get your website first..
  113. Re: Getting tired or bored of your current project

    In the end, on some level humans are still like they were 10000 years ago. We just have fancier gadgets now.

    Most of the stuff that's fun in games can be translated to some sort of tribal activity...
  114. Replies
    23
    Views
    3,198

    Re: Defcon missle system?

    Mine? Sorry, it was not meant offensive, but due to server change I can't edit it either.

    Maybe some mod will pop around and can remove what I wrote if it bothers you.
  115. Thread: Loading Screen?

    by Random
    Replies
    17
    Views
    3,483

    Re: Loading Screen?

    Would that help if the first frame isn't even loaded yet?
    (I haven't used that extension yet)
  116. Thread: Loading Screen?

    by Random
    Replies
    17
    Views
    3,483

    Re: Loading Screen?

    Maybe you can do something with the subapplication object. For example you could leave the subapp empty, and once the loading screen is ready, open the real game in the subapp. Not sure if that'll...
  117. Replies
    5
    Views
    898

    Re: Left/Right handed mouse switching

    The macro recorder of windows 3.1 was gold.. what a time saver! On so many occasions I wished I could still make use of it.

    I remember I even used it in Klik&Play for all kind of things (e.g....
  118. Replies
    7
    Views
    1,288

    Re: Create an object

    Sure possible.. example - lets say the enemy is destroyed when flag 0 is set to true:


    + Enemy > flag 0 is true
    > Enemy > set flag 0 to false // to avoid this to happen more than once if there...
  119. Thread: Huge Arrays :(

    by Random
    Replies
    7
    Views
    1,494

    Re: Huge Arrays :(

    If you ask me, I think the extension is just bugged. Hardly anyone uses it's export function, and if, mostly for savegames.

    Why don't you use the dynamic array extension by 3EE? An empty 1000│...
  120. Replies
    7
    Views
    1,288

    Re: Create an object

    If you want to be independent of the resolution, just use this:

    Set X Position to Random(frame width)
    Set Y Position to Random(frame height)

    This will automatically use the size of the frame.
  121. Replies
    6
    Views
    2,057

    Re: making a turn based game

    Hm. Maybe you should first try something easier - for example a two player "hot seat" turn based game. Where instead of the computer a second player is playing.

    It's really not that easy to create...
  122. Replies
    6
    Views
    2,057

    Re: making a turn based game

    I advice having two big groups of events - one for the player and one for the computer. Have one disabled - once the group has led to a move (e.g. the player presses a key / clicks, or if the...
  123. Replies
    5
    Views
    965

    Re: moving legs by angle problem

    Body parts

    Only thing I have to criticize in that tutorial is that AI (artificial intelligence) is misnamed as CPU (central processing unit). This is a nasty one that keeps popping up here and...
  124. Thread: Game Design

    by Random
    Replies
    8
    Views
    1,872

    Re: Game Design

    Game Design is not actually building the game - it's designing the game - planning the world, the rules, describing the entities and so on.
    So it is not related to actually having the skills to...
  125. Replies
    4
    Views
    961

    Re: Two diffrent objects two movments?

    Good advice. I can second that. Unless you need control up to the last detail the advanced platform movement extension is perfect and will yield results REALLY FAST.
  126. Replies
    4
    Views
    961

    Re: Two diffrent objects two movments?

    That's quite simple. You compose the player from two objects. One would be the legs with platform movement, the other would be the torso with no movement, that just looks at the target and is always...
  127. Replies
    20
    Views
    3,312

    Re: 8 Directions Movement

    You know if Clickteam had the time to implement each and every feature or change someone asks for, we'd be having an entirely different (eventually better) software here.
    But that's not how things...
  128. Replies
    20
    Views
    3,312

    Re: 8 Directions Movement

    So you made all this fuss for one line of code? Dude :P
    Of course we want to write efficient code. But then we don't use MMF ;) just kidding.

    Know thy SDK well so that you do not expect magic...
  129. Re: Constructing a level editor with collision map

    Ah, you didn't know about layers. Now this should make things a lot easier.
  130. Re: Constructing a level editor with collision map

    Does filesize really matter that much? A 128x128 tile is just 48kb.. plus MMF is compressing it (unless it's external, in which case you can use a compressed format).

    Just put a text blitter on a...
  131. Re: Constructing a level editor with collision map

    Make bigger backdrop tiles, so you have less objects.
  132. Re: Constructing a level editor with collision map

    No, I only restricted tiles to the grid, because then it allows to make levels REALLY FAST, and everything kinda fits together.

    Larger tiles take extra space, yeah. But it also looks nicer, cause...
  133. Replies
    20
    Views
    3,312

    Re: 8 Directions Movement

    < sarcasm
  134. Re: Constructing a level editor with collision map

    Well my editor allowed tiles of all sizes (as long as they're a multiple of the grid). You can even overlap them as you see fit (as the editor saves the order in which they are created).
    So you...
  135. Re: Constructing a level editor with collision map

    I solved it for my level editor by having all the tiles as animation frames in an active object, which is then used like a brush to stamp the tiles into the background (similar to the picture object...
  136. Replies
    4
    Views
    1,387

    Re: Reversed motion...

    Sure. In the frame editor, you can enable the "layers toolbar". It will show all the layers of the frame. You can add more layers, rearrange them, etc. every layer has a set of properties - among...
  137. Replies
    20
    Views
    3,312

    Re: 8 Directions Movement

    See it like this - even while you have the benefit of restricting the movement to certain directions it allows you to still use the other directions if you really need to.

    So. Why would you have...
  138. Replies
    13
    Views
    3,165

    Re: Importing PNG, confused with alpha channels.

    For starters you could have an active object that you always set at XMouse and YMouse. Then you hide the mouse cursor and you're done.
  139. Replies
    4
    Views
    1,387

    Re: Reversed motion...

    Yeah the better way is to either use layers (you can set the coefficient) or move the object relative to the view (like when you set where to center the camera.. if you set it to X("Player"), you...
  140. Replies
    11
    Views
    2,408

    Re: feature request (global event groups)

    It's definitely possible..
    TGF had it!
  141. Re: Qualifiers aren't being consistant like Objects?

    It got a lot less. Usually I can't point my finger at anything non-working in particular. It just has the tendency to stab me in the back whenever possible.
  142. Replies
    9
    Views
    2,184

    Re: Targeted projectile flying a curve

    Huh? Sinking?
    To stop the projectile, just set x_speed and y_speed to 0. Oh and.. uh.. yeah.. there's still gravity applied.. Hm. You best have another variable that tracks whether gravity should...
  143. Re: Qualifiers aren't being consistant like Objects?

    There ought to be a whole programmer, just to fix the qualifier bugs ;)
  144. Re: Qualifiers aren't being consistant like Objects?

    Same here. I've had too many nasty bugs related to qualifiers that were very hard to track down..
  145. Replies
    11
    Views
    1,857

    Re: Collision problem

    You'll need another "always" event to make the direction of the graphic match the direction of the feet. For the animations it gets a bit more tricky but it is still possible. You could compare to...
  146. Replies
    7
    Views
    1,118

    Re: Bounce one and then stop!

    @RayMarble: Yes, you can set it to go straight down.

    @_LB:
  147. Replies
    11
    Views
    1,857

    Re: Collision problem

    How can you know you have the extension that I mean, when it doesn't do what I said? I mean the Sticky Object, and it does indeed stick objects together quite nicely and moves them together too (not...
  148. Replies
    7
    Views
    1,225

    Re: health for characters

    this > :cool: < should not be called "cool" but "geeky" :grin:
  149. Replies
    27
    Views
    4,434

    Re: Tetris remake WIP - Need help

    Indeed. The advanced gameboard extension might make some stuff easier (like checking for complete rows, etc.).
  150. Replies
    27
    Views
    4,434

    Re: Tetris remake WIP - Need help

    You're right. Tetris is a real ***** to create in MMF. Maybe you better go and make an MMORPG.

    I think it is easiest to have each block be an individual object, and once it lands, you create the...
  151. Replies
    7
    Views
    1,225

    Re: health for characters

    This is indeed the way you do it.

    Have an alterable value, call it health, set it to lets say 10 to start with and subtract 1 when the character is hit. Add an event to kill the character once...
  152. Replies
    11
    Views
    1,857

    Re: Collision problem

    Back to topic *whizzz*
    First of all, name your objects. Active 1-105 will not be very helpful later.

    Second. You'll have to attach the character to the "invisible feet", not the other way around....
  153. Replies
    19
    Views
    2,598

    Re: making `baddies` follow your hero character

    Haha, I know exactly what I'm missing. Cause sometimes I forget to say I don't want onions on my burger or whatever and then I get the full taste of what I'd rather miss ;)
  154. Replies
    7
    Views
    1,118

    Re: Bounce one and then stop!

    I don't think that's the desired result, because it would stop right after bouncing..
  155. Replies
    19
    Views
    2,598

    Re: making `baddies` follow your hero character

    Iwantmyrpg,

    I don't like onions, so what. I ask noone to like my signature. I believe it's very uplifting and it gives me a positive attitude towards my daily experiences.

    Now to your question....
  156. Replies
    19
    Views
    2,598

    Re: making `baddies` follow your hero character

    You could also just let them stop and attack when they overlap the player.. maybe have an invisible circle around the player that is used for that.
  157. Replies
    7
    Views
    1,118

    Re: Bounce one and then stop!

    Make sure you have some deceleration set for the movement..

    then add an event:
    + Compare speed of String Object to value: smaller than 1
    > String Object: Stop

    Works here.. once bounce, then...
  158. Replies
    11
    Views
    1,857

    Re: Collision problem

    It's quite simple, really. Create a new active object and let it have the shape of the character's feet (the zone that should be colliding). Then put all the movement stuff into that object and turn...
  159. Replies
    19
    Views
    2,598

    Re: making `baddies` follow your hero character

    Probably it's a literal translation from Denmarkinesish, where "worthless" and "not useful" are the same word.

    Just a guess..

    but indeed, the question supplies not enough detail to give a...
  160. Replies
    17
    Views
    3,028

    Re: Quick Question about "Mod" operator

    *ignore*
    Indeed. I don't find it very practical though. I've seen implementations where -128 mod 60 is 52. I find it rather annoying to have to write it the complicated way all the time, but then I...
  161. Thread: Positioning

    by Random
    Replies
    13
    Views
    2,204

    Re: Positioning

    sub-app might just work in itself, because it's a "window" too (always in front of everything). But then you won't have transparency or anything.
  162. Thread: Positioning

    by Random
    Replies
    13
    Views
    2,204

    Re: Positioning

    No way. Active X is always rendered last. So even layers that are on top of it, will disappear behind it.
  163. Replies
    6
    Views
    1,542

    Re: Mouse location based camera engine help

    half width of view = 320
    left of current room = (x("player")/1280)*1280
    right of current room = (x("player")/1280+1)*1280
    desired camera position = x("player")+(x("cursor") - x("player"))/2
    ...
  164. Replies
    23
    Views
    3,198

    Re: Defcon missle system?

    Yeah I read everything..

    I think that only works if you are already being taken serious.. I think with your website, people have to wonder what to make of it..
  165. Replies
    6
    Views
    1,542

    Re: Mouse location based camera engine help

    Uh.. not sure if this helps -
    first of all, have an object that is always placed where the user point (lets call it cursor or crosshair). Then you don't have to move the mouse itself anymore (just...
  166. Replies
    17
    Views
    3,028

    Re: Quick Question about "Mod" operator

    It's just a shame most mod implementations don't handle negative numbers.. that'd be so much more useful (although I saw some that did before.. not sure in which language though) - especially with...
  167. Replies
    23
    Views
    3,198

    Re: Defcon missle system?

    Haha, okay, that's a funny website. I like all the little mockery at real company sites..

    Isn't this really easy already? Haven't looked into the bezier curve object - but a parabola is not a...
  168. Replies
    17
    Views
    3,028

    Re: Quick Question about "Mod" operator

    As a more practical whatever example:

    1 mod 3 = 1
    2 mod 3 = 2
    3 mod 3 = 0
    5 mod 3 = 2
    8 mod 3 = 2
    8 mod 3 = 0
  169. Replies
    4
    Views
    1,093

    Re: 2 litle questions

    That would of course require that you actually use the player's input. If you get the commands from keys, this won't work.

    You could put all player input into a loop (a loop that checks if keys...
  170. Replies
    9
    Views
    2,184

    Re: Targeted projectile flying a curve

    Neat. But I don't ask for credit :P
  171. Replies
    23
    Views
    3,198

    Re: Defcon missle system?

    I've updated the example to include the distance and multiple projectiles.

    Here's the link
  172. Replies
    9
    Views
    2,184

    Re: Targeted projectile flying a curve

    Alright, new version -

    the movement speed depends on the distance between start and target (requires advanced direction object)
    gravity can now be adjusted with a global variable
    multiple...
  173. Replies
    23
    Views
    3,198

    Re: Defcon missle system?

    You get the distance either by using the formula for distance (a▓+b▓=c▓):

    d = sqrt((x2-x1)^2+(y2-y1)^2)

    Or you use an extension that provides that formula for you.. (the distance function...
  174. Replies
    23
    Views
    3,198

    Re: Defcon missle system?

    Oh and, in your game you probably want to use the distance between start and end to calculate the duration for the rocket's flight.

    Right now they just go faster if the target is further away.
  175. Replies
    23
    Views
    3,198

    Re: Defcon missle system?

    Ah cmon dude :P

    In line 2, (user clicks with left button) add the action "Create projectile" (somewhere out of the screen). Double click with action so you get the list of actions for that event,...
  176. Replies
    23
    Views
    3,198

    Re: Defcon missle system?

    Sorry. I thought it was a bit over the head for the average clicker (no offense :D). What's the problem with this in your game then? You say where it starts, where it ends, how long it shall take and...
  177. Replies
    9
    Views
    2,184

    Re: Targeted projectile flying a curve

    Oh, and.. if you want it to go slower, you have to lower "a" (that's 2.0 in the example - a slower projectile would fall slower too) and then increase t (the duration).. else it will just shoot...
  178. Replies
    23
    Views
    3,198

    Re: Defcon missle system?

    Now how helpful is that :confused:

    The formula describes a parabolic motion. I'm actually not sure if defcon uses parabolic motion or circular motion. It's not so obvious from the screenshot.
    ...
  179. Replies
    9
    Views
    2,184

    Targeted projectile flying a curve

    As a reply to this request, here's a working example of a projectile that flies from point a to point b, on a parabolic curve (using gravity).

    Enjoy
  180. Replies
    9
    Views
    1,326

    Re: Scrolling for 2 people

    I thought I saw some extension that could render a different part of the frame for splitscreen purposes. Not sure if it was ever complete though.. splitscreen object? hmm..

    Other than that there's...
  181. Re: Custom 8 direction movement, problems with speed

    Thinking about it, if you already have the angle, DizzyDoo's solution is a lot more elegant :P
  182. Re: Custom 8 direction movement, problems with speed

    The thing is - as a pixel is square, moving one pixel up, or one pixel right, is shorter than moving one diagonally:

    move right:
    x = 10
    y = 0
    distance = Sqrt(10*10 + 0*0) = 10

    move diagonal:...
  183. Replies
    9
    Views
    1,436

    Re: DESTROY doesn't always work

    I had this before. I thought it was fixed. Some objects seem to turn into "ghost sprites" that are rendered but not objects anymore. Just another little annoyance.

    Maybe you can try to strip down...
  184. Re: MMF selection insight

    You're not supposed to "solve" it, it's a feature! :P
    But yeah, using IDs with spread value is pretty much the best workaround, because it guarantees you, that only one object will be selected at a...
  185. Replies
    19
    Views
    2,383

    Re: "Else if" equivilant?

    That's definitely good news. I'd like to see all of those implemented. I have to admit, the way "or" works (you basically have to repeat like 80% of your conditions) it never was very useful to me :(...
  186. Replies
    19
    Views
    2,383

    Re: "Else if" equivilant?

    I heard the wishlist is more than 1000 items long..
  187. Replies
    19
    Views
    2,383

    Re: "Else if" equivilant?

    C++ has all kind of nice things that I'd love to see in MMF. But I doubt I'll see many of them. The last time someone asked for an "else", if I remember right, a nice "MMF becomes like scripting!...
  188. Re: MMF selection insight

    I think this is one of the least covered subjects and most authors here operate only on try&error experience.
  189. Replies
    19
    Views
    2,383

    Re: "Else if" equivilant?

    I hope we get the "make my game"-button as promised ;)
  190. Replies
    19
    Views
    2,383

    Re: "Else if" equivilant?

    What I usually do is declare one global variable as "Else".

    Now before the complicated event I set else to 1. If the event is true, I set else to 0. In the next event, I check if else is still 1,...
  191. MMF selection insight

    In MMF the trick is not in creating an independent object, but in treating objects independently.

    To make that happen, you have to be aware of what selections all the conditions make. E.g. if you...
  192. Thread: Smart CPU

    by Random
    Replies
    6
    Views
    1,362

    Re: Smart CPU

    Thanks for clearing that up.
  193. Thread: Smart CPU

    by Random
    Replies
    6
    Views
    1,362

    Re: Smart CPU

    For this purpose you have to write a custom platform movement for your opponents that works with multiple objects (which is a bit trickier than one only for the player).

    Then, depending on how...
  194. Replies
    5
    Views
    744

    Re: help needed urgently

    1) use two objects that you position on top of each other. One doing the walking etc. the other doing the shooting. I used this before and it works exceptionally well.. also in other games (see Crack...
  195. Replies
    11
    Views
    1,423

    Re: Loaths of questions about mmf2

    Well you can't update data into the exe - you can only replace the exe with a new one (which is not a smart way to ship updates).

    I'm sure Guild Wars uses external files too, for updates.
  196. Replies
    11
    Views
    1,423

    Re: Loaths of questions about mmf2

    Hm. You could save your levels with the binary extension to encrypted binary files on disk. These files can then be sent to the client by the server as a binary stream or the client could download...
  197. Replies
    8
    Views
    1,294

    Re: Running one license on several computers?

    What if two users use it on the same computer? Do you need two licenses?
  198. Replies
    2
    Views
    709

    Re: OR ? Smaller conditions

    I'm afraid repeating "counter = 1" is the only way. MMF isn't a scripting environment, after all.. that'd make some things way too easy ;)
  199. Replies
    6
    Views
    1,212

    Re: Intergrate a credit card terminal with MMF2?

    You could use the .NET extension and do it via the .NET library. I'm quite sure there's a way to hook it up like that.
  200. Re: How can I change the type of an alterable value?

    Thanks for updating me. This has indeed changed, as it was not the case at the time of this other thread. Most likely it was patched out, as it was pretty errorprone behaviour.

    About that old...
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