I demand more information about this MMF 2.5 thing!
:P
Is there a comprehensive feature list? I'm mainly curious about difference between 2.0 and 2.5.
Type: Posts; User: Ganryu; Keyword(s):
I demand more information about this MMF 2.5 thing!
:P
Is there a comprehensive feature list? I'm mainly curious about difference between 2.0 and 2.5.
I've been having trouble getting something i'm working on to run properly, so i changed about a bit in the code, and thanks to that i found a bug.
Let me explain the bug. Most of what is going on...
The pre-made for loop like the one i found can be created by using CTRL+J and then chosing "f" from the drop-down menu. This is not the button i managed to press by accident, though, as that was more...
lolno it wasn't ctrl + v.
This thing created a for loop with markers and stuff to fill in appropriate values. It seemed like a very handy feature.
While testing around i found these commands:
...
I was going away like a madman just now, writing for() loops when suddenly i hit a key by mistake which created a pre-made for() loop for me. What was that and how do i repeat it? O_o
Explanation of the problem:
Enemy is assigned to qualifier "group.enemy".
If gravity loop was applied and more than unit was in existance with the qualifier, the gravity stopped working.
The...
Counters have fixed values. This means that I can access a specific counter in the frame even if it is just an instance of another counter.
Theoretically when you use: At start of game, set...
What exactly does the dialog object do? (i'm a user of standard version)
What's in that zip?
Are you storing object coordinates in a variable to preserve decimals?
I figured there was another way to do it that was more efficient... :P
This thing was uploaded for Atom. It checks whether or not a number is a multiple of another number. The application is currently configured for multiples of two, but it can easily be changed to...
That'd be amazing! I'm in no immidiate need for that feature, though :P
Ah thanks, Greyhill. Got it to work perfectly.
Got another question now, though. While it's not necessary for what i'm currently working on, is it possible to make the object global? For example,...
Here's the last version. Need to do other stuff this evening so... Maybe i can help tomorrow if you're completely stuck.
Here's an alternative so you have something to work with
This is a bug of some kind. It seems if you create the objects relative to themselves within a loop then the whole thing freaks out. Try to create them at a fixed coordinate or relative to another...
That is correct (afaik). You can sell the games providing you have the clickteam logo in there somewhere. You can sell the games WITHOUT the logo if you have the developer edition.
I've just come to realize that not only do active objects have fixed values... Counters and texts do to! This seems to have, at first glance, tremendeous potential...
However, fixed values are...
Oh gawd! Thanks! Awesome :3
Maybe this will shed some light on the issue:
http://i6.photobucket.com/albums/y207/KGanryuS/demopic.jpg
That's a screenshot of the work-in-progress Attack Editor. As you can see there's a...
You're misunderstanding me. Each attack is supposed to have a list of binary on-off switches. The problem is there are going to be about 30 flags per attack total, meaning that if i use a normal...
I'm trying to make an rpg sortof. To do this effectively i need an array to store the data of every attack in the game. This array is imported from another application which i'm working on which will...
Either that file is bugged on my install, or i'm not getting the point:
Frame 1: Is completely blank
Frame 2: Is empty except for a star that speeds up as you click on it (?)
I guess i have a question along the same line as CKX:
Is it possible to access the data in an array object from inside the .net object and how would i do it? Ie is it possible to feed an entire...
Do you have any specific questions?
Think of it as a kind of work-book papers with squares on it (for doing math work on for example. You can set the amount of squares in X and Y axis and then you...
adamwalker: It's not necessary to keep a counter for projectiles. There's a way to count them automatically from inside an expression. From the "pick and count" submenu i think.
Now it compiles but it does not actually pause the runtime when i call the function from the event editor. Instead the application sortof stops for 0.5 second only to resume again. Atleast there's a...
Ahhhhhhhh... Now it's starting to make sense. Thanks :D
using MMFInterface;
What does this line do specifically? MMFInterface has something to do with the method PauseRuntime?
Oh thanks :O
Well... It'll take some time for me to learn how to use this thing i think. Then again i have done programming before but that was a long time ago...
Why does this not compile?
void TestFunction ()
{
Runtime.PauseRuntime();
}
Why does that not work? It says "a namespace does not directly contain members such as fields or methods" when i...
Thanks. That helped a bit but the real problem is how i'm supposed to "paint" these icons out. If i wrote this in code i'd just blit everything, but that's not possible in MMF2.
I simply haven't...
Isn't this included in MMF2 already? I think you can just chose it from among the possible object movements. Atleast i can do that O_o
I mean that you should be able to chose different colours for different conditions etc. etc.
Here's an image to clarify what i want. The icons aren't mine. I'm just using them to illustrate a point, they're made a japanese RPG-maker sprite artist.
...
Thanks. Looks fantastic O_o
[very low] The ability to change the colour in the event editor behind the conditions. It's gray by default, but the ability to colour code that would be great imo.
I can't find information about this object anywhere? Is there another thread somewhere? I don't find anything when searching.
I have a list (not a window-type menu) that shows at most four entries at a time. By pressing up and down one can scroll through this list. This works perfectly.
Each entry has a name associated...
It seems the Data Store object only takes integer values, and so does the array... Is there a way to store floating point values in an indexed form somehow? Is there a perfect extension for my needs...
This example is for anyone to use:
http://www.mediafire.com/?sharekey=fa3abb0bfce6e268d2db6fb9a8902bda
It's only partially complete, though, so a lot of solutions are clumsy. It does however...
What you want is this:
You want the loop to run through the ENTIRE array, not just a variable (this is to prevent bugs). To do this, you make sure that when the loop is called it is run atleast as...
Sounds like a videocard problem. Try updating your videocard drivers.
I just changed my design a bit to avoid having to use the refresh feature as described above. I planned to use the refresh function to keep the display up-to-date with the data array but i guess it's...
Crap O_o
Then there's no actual solution to this problem...
I'm using the inbuilt loops to handle an updated inventory list.
When i press a button (purely for debug purposes) all objects of a specific type are supposed to be destroyed then these objects...
Right now i'm working on an RPG-like battle system, however, there's a problem. I'd like to be able to work with accurate fractions. For example i'd like to be able to calculate 1/20 and get accurate...
Is it capable of directly accessing data from the game, such as object coordinates or does it need workarounds for that? Ie can you specify objects and stuff from within the code?
Is this something akin to the LUA object? More powerful?
Maybe there's a condition attached to the loop that doesn't work as it should. Check that.
Wait a minute... Map points? You mean like the tiles the map is made out of? They're not active objects are they? That sounds really excessive.
You can convert pixel-space coordinates to...
Ah. I i'll take a look at it when i can. Hopefully someone else has helped you before then.
What does this object do anyway?
(no i don't have MMF2 yet so i can't check it)
Oh nice. Thanks! I'll that out as soon as i get my order :3
Thanks. However, that's not the main issue here. I know how i would actually distribute the values and how to write the loop. The real problem is that i need to somehow make the loop stop when one...
You need to explain two things:
1: How is it supposed to actually work?
(explain the expected result
2: What result do you get?
(explain the actual result)
I have not played Smash Bros.
Well the flag suggestion was just from the top of my head. Another way would be to just shut down all event groups.
Well, if all movements and everything in the main game is handled by events rather than premade stuff then you can create a pause function simply by adding the flag value as a condition into every...
That does not work, because the system is based on variable speeds and a sequence. That is, each turn is not reset, if that was the case the fastest character would always be the one to act OR act...
Ok. I've been thinking about this but unable to try it out seeing as i haven't gotten hold of MMF2 yet. Therefore no testing has been done.
I'm planning on making a game and for that i need a very...
Uh. Imagine this:
Event:
Player Collides With Treasure
OR (logical)
Player Collides With GoldBars
OR (logical)
Player Collides With PileOCoins
Actions:
Thanks. That's just what i was looking for :3
One of the wonders of programming is the ability to write loops
For example a loop that would scan through two indexed variables and add the values together in a third indexed variable is a piece...
I'm looking at the comparison lists between Standard and Developer versions of MMF2 and there's some stuff that i don't really know what it is. Someone could perhaps shed some light on these things:...
It should work. You could possibly use a fast loop or something else, but the principle is sound.
When you want to check if an object exists in the inventory, just run the scanner through the...
Well... Look at it like this.
Create an invisible object that is hidden in the menu. Whenever you pick up an object, the invisible object moves in a pattern behind the "inventory boxes" touching...
I'm right now trying out the sub-application object, but it's not working very well. In fact it's not working at all.
1: I created an application with a 640x480 window size
2: I created a frame...