Greetings!
I'm using a modified version of DavidNs platform engine, and for some reason the character will sometimes "jitter" when using a movement speed of 70, but not when using a movementspeed...
Type: Posts; User: Storsorgen; Keyword(s):
Greetings!
I'm using a modified version of DavidNs platform engine, and for some reason the character will sometimes "jitter" when using a movement speed of 70, but not when using a movementspeed...
I would say there IS a reason to use a level editor. When creating a level manually, you can't really assign custom data to instances of actives, whilst if you use a level editor you can.
Thank you very much for the help schrodinger!
Note: If I have several objects that share the same qualifier but are not the same object, it works. If there are more than one of the same object in the qualifier group, it does not work.
I don't really notice any blurriness in the background gg7gg7, have you tried using a software that takes individual screenshots every frame to see if they are actually blurred for you?
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Here, I added an example of the issue! You can click on a red square to delete it, and you'll notice that the collision then works.
Somehow, if I remove the Y axis comparison it also...
Hm, I tried scoping using a forEach loop and a regular loop but it did not work. I'll try and make an mfa example and upload it.
Thank you for the answer schrodinger! I tried changing the qualifier reference to checking towards the object itself, but that did not solve the problem either. Do I have to put direct object...
I added an image of what the code looks like ,should be visible now!
Any idea of how I get around the object scoping?
I'm mostly perplexed of why it completely ignores the X,Y conditions when I...
Okay, so I'm still having some problems with these.
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I'm using the method where I compare positions to determine whether or not I am colliding, and it works great!
EXCEPT, it only works...
Ah yes, I guess the problem I was thinking of was when you wanna nudge something down instead of up, you have to do the loop backwards.
I understand Alexexhowl, I too would prefer a less cumbersome method but I don't see how it can be done without persisting each row before it is overwritten?
Alexexhowl: Won't that cause you to just copy the same value over the whole Array?
If I have an array
12113
23223
14414
And I say "write the y3 to y2" I'd end up with
12113
Greetings alexexhowl!
I have a function to do this in my level editor, for when I need to nudge things. Basically what I do is store the current array in a temporary array, and then write each...
Hm, only drawback is that when things are scrolling both up horizontally and vertically at the same time, there is a distinct jittering of the screen.
That's actually exactly what I wanted, thank you!
Greetings! I was wondering, is there a shader or way to paralllax scroll the same way that the Sega Genesis did?
Currently, to get a satisfactory way of parallax scrolling parts of the background...
Ah yes Ragem, you are right, it does work! Do you know where I can find the code for that particular piece of collision?
Hello Ragem! I bought your engine to get some tips for my own, and one thing I was curious about; You don't seem to have any support for vertically moving platforms that are not jump-through?
Greetings! Trying to do a sliding lines, match 3 game but I'm having some issues. I can slide the lines perfectly well, but for some reason the match-detection isn't working.
A really annoying...
The problem was solved, sorry! http://community.clickteam.com/threads/98329-Some-strange-behavior-with-DJFuegos-custom-sine-movement
Ah, it was the inactivate if too far from window that did it. Thanks!
Well yes, I wanted the initial sync :D And if they are synced at the start, they should remain synced now? Since they all have the same animation speed?
The level editor is loop based so they should all be created on the same tick, but the animation is still uneven for some reason. Will take a look at this solution later today!
Greetings! Is there a good way to sync the animations on objects after they have been created so that they are all at the same point of their animation?
Preferably in a non-performance affecting...
Worked perfectly, thank you very much casleziro. You already have a solid spot in my credits :D
Hello casleziro, thank you so very much for all your help. Turns out the error was that the "set frame on camera position" event was the problem, it was in the wrong order. Makes sense now that I...
Ok, so I tried implementing this in my engine but it's still not working. At speeds of 1 pixel moved per frame it works, but not if the player moves more. I've attached an example to illustrate!
...
Hm, you're right Casle, there is no stuttering there, but that assumes a camera set to always keep the player in perfect focus which is kinda jarring for a platformer.
My camera is currently set...
Casleziro, the placement of the hotspot is important in his code, but couldn't I simply replace the X references to X Left("Player")?
Edit: Ah no..you can only do a check of X, not X Left.
Thank you for the help schrodinger, I'll ponder how to proceed :)
Hello schrodinger! I tried your example and that does indeed work, but I'm having a hard time implementing it into my own engine, due to the platforms movement not being in a fastloop and several...
The stuttering is not caused by the camera from what I can see, but from the varying amount of pixels moved by the platform.
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Here is an example!
To notice the stuttering, pause the game and go frame by frame in the debug. Note that the speed varies between 3 pixels per step, 2 pixels per step, 3 pixels per...
So I tried this now, and sadly it's exactly the same. The camera events are at the very bottom, and I'm using the set y position to Round(ypos) but the stuttering is no different. Did I forget...
Well, it works better now but still not perfect.
Currently I got the events
X Position of Group.Movable = Range(X( "Group.Movable" ), ( X Left( "Player" ) - OWidth( "Group.Movable" ) ) + 1, X...
Greetings! I was wondering, would it be possible to implement a sort of hitfreeze in CF2.5?
Like, when you hit an enemy the frame freezes for a split second and then continues?
I was thinking...
So I did some thinking and thought about the following way to check mathematically for collision
To cover all cases of collisions, I think I need 4 events
xLeft("Player") > X("Platform")...
Thank you immensly casleziro, I will attempt this and see how it goes :)
Aaah thank you for telling me this, I thought I was going crazy. I thought the collision happened in a fastloop there would be no such problems, but I guess not. Thank you!
Greetings! Sorry for all the threadspam, but my problems are many!
I have horizontally moving platforms, but the whole platform is also an obstacle that you should collide with as if it were a...
Did some testing while changing it to Cos(1), and it appears there are some irregularities with the movement when its approaching the end of the path. Is this due to it calculating decimalpositions,...
Greetings!
I've implemented the custom sine movement that DJ Fuego supplied in this thread http://community.clickteam.com/threads/54175-Custome-sine-movement
I've applied this to a platform...
Greetings!
I'm trying to create a platform that moves vertically, and I'm trying to get a smooth up and down movement without it being choppy or too fast, but I'm having some problems.
...
Thank you very much mobichan!
Thank you for the tips Julian!
I have pretty much all my active object-events in groups that are only activated when the object is on the screen, but I have alot of backdrop assets in 32x32 tiles,...
So there is no difference between actives and backdrops in how much pressure they put? Does having them as collisions affect them?
Greetings! I have a level-loader that goes through all the backdrops as frames in an active, then creates a backdrop of that image. I've had no performance problems with this so far, but now I've...
Thank you for the tips :)
I was only looking to reproduce the chained to the wall part, and the chain chomper is a good start to that. I guess what I'm looking for is a combination of the chain...
Wow, is that the most efficient way to do it? I've never used sin/cos at all. Keeping an array for it might not work, as there might be more than one of the enemies on screen.
Greetings!
I've been looking around at various examples of creating segmented enemies in clickteam fusion, but I'm looking for a specific type.
https://www.youtube.com/watch?v=Gbfpxw3kQsY
...
Greetings! I'm looking to take a picture of my entire level in my game, so i'd like to zoom out until the whole level is visible. I tried setting the resolution to max to achieve this, but it did not...
Hello!
I'm trying to change the effect parameter of a layer at runtime, and the parameter goes from 0 to 1 and inbetween, such as 0.1 etc.
I'm trying to gradually increase the effect parameter...
Greetings! Sorry for starting all these threads, but my questions are many!
https://www.youtube.com/watch?v=Y7ABdzKLkwY
In this video, you'll notice that the tiles in the background are...
I managed to get it to work pretty well with the Perspective shader, but when I have the horizontal sinewaves setup, there seems to be an area in the middle where there are no sine waves?
Like if...
Greetings! I was wondering, is there a practical way of creating a heat shimmer effect as seen in this video? https://www.youtube.com/watch?v=tsVSVDZkKvY
If I could, I'd like to avoid animating...
Just thought I'd necro this thread to see if anyone has any ideas about a solution? :)
A level editor is really useful for assigning different values to objects as well!
Hello Beechris!
I use the resolution 480x270 for my game and I get a smooth fullscreen. I suggest you stick to a 16:9 aspect ratio.
The thing about logic is to break things down into easily graspable parts. Basically, if you have a problem, you have a beginning and an end, and you need to figure out the steps inbetween.
To...
Greetings! I'm having an issue where I have a few layers that utilize parallax scrolling, and it' sort of conflicting with my level editor.
Let's say I have a certain screen position where I...
Hey Nivram, any examples on how that could be done?
Greetings!
I was wondering how one would go about creating a savepoint that stores the current state of the map? So that if i pass the checkpoint, go and kill a bunch of enemies and pick up a...
Greetings! I'm making sort of a mixup between bubble witch saga and arkanoid just as an experiment, but I can't seem to figure out how to cluster the bubbles so that if they are not attached to the...
What do you mean by repair blurry object?
If the object becomes blurry at high speed, make sure that you're using the correct display mode and that vertical sync is enabled. Also, make sure that the...
I'm trying to use them for an enemy making a swoop down while attacking. They are used for making smooth curves :)
I solved this by having a Group Qualifier .0, and the movement engine always does a check against backdrops and then another check against group qualifier 0 when testing collisions.
Greetings!
I'm trying to implement a 4 point bezier curve, with the following formula for setting the X position
((initX("Flyer") + (X("Player")+30) - initX("Flyer")) * T("Flyer")) +...
Ok, it seems that it's still not working as I hoped and I have no idea why.
What I'm doing is:
Add array files to the data elements.
Extract them at the Start of frame
Load array from file...
Thank you so much for the link King:Cool, that's the exact thing I was referring to and it worked great :)
Huh, I installed the version from his webpage and now it works, even though it displays the exact same version number. WEIRD!
Anyway, many thanks for the help guys!
I can King_Cool, the issue seems to be with the Ultimate Fullscreen object now. Is there a version of this extension that I lack? I have 1.1 from 2011 currently.
Ok, so I tried installing the software from Steam, and now these are not giving me any problems. However, now the Ultimate Fullscreen object refuses to work. Is there an update for this or such? THe...
Thank you for trying to help!
I'm building a regular Windows .EXE application :)
According to the features of the Developer Edition, it should not affect this Extension.
Hm, I am also using Build 284.10. I wonder what could be the issue? I'm not using the Developer build, but would that affect anything?
I also tried the string parser and it does not seem to work either.
Is the String Tokenizer no longer supported? I'm trying to build the application with it and it says it is not compatible, but there does not seem to be an update available?
I remember I read about some way to do it, but I can't remmeber where
Greetings! I was wondering, is there a way to hide a file inside the game exe? As my levels are saved as arrays, I don't want to include a billion array files but would prefer them to be compiled...
Thank you very much mobichan, that solved my problem :)
Greetings! Let's say I have an event that creates an object by a string name. How do I make a certain change to this object that was just created, and not all instances of the object?
If you create...
I noticed in the string tokenizer, is there a way to clear it? I want to refer to only index 0 and 1 of the string tokenizer, but as i read and split more strings, won't they add upp?
Hm, is it possible to concatenate strings in the Alterable Strings part? Like if I have a value that is currently "Object", can I add a string to it so that it becomes "Object, Tiletype"? and then...
Well, I solved this sort of. What I'm doing now is I'm saving 4 arrays per level
Array 1: Stores The layer of the object by the Z index,and the nature of the object as a string by the XYZ...
Ah, my troubles seem neverending with this level editor of mine!
I just realized that in my level editor I'm only able to write one tile to every position.
As it is now, I'm saving a bunch of...
That is absolutley great Dave, fantastic work! You've saved me much trouble :)
Hello lads! I have a level editor that's working fine, but I'm having some problems designing a good tile selection interface.
As it is now, all the tiles are stored as animation frames in an...
Hello King_Cool, I tried doing it through DirectX but that didn't work either. Maybe it's a issue of the OS and not Clickteam Fusion itself?
Thanks Rebel, I think that might do the trick!
Hello folks! I'm trying to do a thing where objects with gravity can be stacked atop eachother. Trying to do this with the built-in forEach loop
Basically, each box has a gravity variable that...
Thanks for the tip, it didn't solve the audio ducking though :)
How is this done, King Cool? :)
I tried reproducing it in a controlled environment, but it does not seem to occur EVERY time.
Another note is that the frequency changing only seems to work if the event only happens to one target at any given time. It's set within a fastloop to distinguish between actives being affected, but...
Which channel i keep the music on does not seem to matter.
In general, it seems that whenever you try to set something per sample, it sets the whole channel to that value.
I currently have a song playing on channel 31, set to be uninterruptable.
Other sounds are playing on the channels below, and sometimes when there are many samples being played at once the audio...
Just tried setting channel frequency, and that yields the exact same behavior.
Issue does not persist if I only play trhe sound on one channel(and thus not looping between channels). It seems to me that it is setting the frequency of the channel, not the sample, but i...
I'm currently playing my sounds on a rotating schedule. A variable Soundholder is stored in an object, and is set to loop back to 1 when it reaches 30. Each sound that is played is assigned the...
Hello Emerson3!
What I would suggest is making an Active Object that only has the animation "Disappearing", and making the animation one that fades the object through use of alpha levels(this can...
Interestingly enough, the Joypad Object(the regular one, not 2( takes input from both of the devices, but only allows to check for 1 and 2.
Hello! I'm trying to setup custom movements that take input from USB Gamepads. I'm using Twin USB Joysticks plugged into one usb port, but the Joypad2 Object is only recognizing input from the...
As far as I know, the only difference should be that you don't have to use an ad in the developer thing? It's the only advertised difference from what I know
When you build an application. For control x, control x 95 and joypad , it says the build doesnt support it
Ah, cool, I'll give that object a try then! Is it possible to build with it as well?
I had a look at the Control X object, but for some reason it's not compatible with the building an application?
Hello everyone!
I'm trying to make a game with up to 4 players, and I want the controls to be configurable for all of them.
So for player 1 to take action, he presses the buttons that are...
Oh, maybe it's not a drain as I thought then? Good to know!
Ah, I was afraid I'd have to resort to something like that. What I wanted was a continuously looping background, but to only have to fill out 480x270 to save memory. So the only solution if I want to...
Ok, so it seems it is actually wrapping around the frame, but that of the whole level itself. I guess what I want it to do is wrap around the VISIBLE frame, the window that the player is currently...
I've used backgrounds, but it doesn't seem to loop? For example, in Pixelthiefs example, if i change the map size to bigger than the screen, it doesnt wrap around anymore.
EDIT: Oh and also, I...
Hello! I'm making a game in the resolution of 480x270, and I have a background layer with several tiles in, and I want this to loop continuously.
The layer in question has an x and y coefficient...
The loop button is checked, sorry, should've mentioned :)
It only seems to happen when I'm affecting the animation speed.
Hello! I currently have an Active that has a Stopped animation, and one custom animation.
I have the animation speed of the stopped animation starting at 20, and based on a value that increases,...
You have all my gratitude Skyhunter, thank you so much!
I guess my grasp of the event order is still not quite clear!
When you do the actual build of your game, you probably shouldn't use "play from file". For it to work during builds, I think the sound files need to be in the same folder as the exe?
I also noticed that if I remove the "bounce mechanic", it stops perfectly at one pixel in front of the backdrop.
Alright, so here's an example mfa showing the issue.
As far as I understand it, if I break the loop it will not perform the rest of the events for that loop cycle?
I tried setting velocity to 0...
I need to move the object back by the same velocity that it was moved forward as well, but I'm gonna try stopping the loop upon a collision as well, thanks for the advice :)
I will try to get an mfa up, but floatX is only an integer during collision detections, since I can't move it back half-pixels. This thing is based on DavidNs fastloop engine, using float movement....
Hello Jocastus! OGG is indeed the correct format to use. As for how to play it, you should probably play it on a specific sound channel and keep track of those so that you know what is going on. You...
Alright, so I have this movement setup with fastloops that's basicly this
If Velocity <>
Start loop "movement" Velocity amount of times
On loop movement
set X("Object") to X("Object")+1
...
Hello DaveC, thanks for the answer! This is not the problem I'm having though, I guess it's kind of hard to explain? The camera is stationary, the object is moving. The object moving is being...
Sorry no, what I mean by re-draw is the whole frame being drawn. I'm using fastloops to move the object 20 pixels each frame, and the eye can barely follow the object. Meanwhile, in for example Noitu...
Ah. Well, it's not really a "blur " trail, it's more that the object seems to be in more than one place?
I believe it is, serrasoft. If I increase it, will the behavior disappear?
Hello.
I'm not sure this is a problem with CF 2.5 itself, or if it's a general principle of graphics.
As it is now, I'm moving an active object at about 12 pixels each screen re-draw, and I'm...
Hey ya'll, just had a quick question.
I started making my game in 320x240 resolution, and experienced some framerate stuttering at times. I'm upscaling using the Ultimate Fullscreen object.
I...
I've always loved Clickteam products, they've probably done more for getting me into programming than anything else, as well as encouraging me to broaden my math skills.
I had the exact same problem, I solved it at the end of this thread. http://community.clickteam.com/threads/89664-Gap-between-audio-tracks
I can think of one method to do this. It's by having an Active object that contains each basic digit as a direction of the animation, and the "stopped" animation as the digit it currently represents,...
Another solution would be to just set the frame number to like 999 and then in the immediate row after getting the current frame by Img("Object"), I think this should give you the last one as well!
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Here you go Mindhack!
This should illustrate the kind of scenario I was explaining. Instead of using the default "Lives" and "Score" value, you can store them as global variables, and as...
How about setting your total score as a global value, and then have a separate variable in the level which is like "scoreGainedOnLevel", and everytime you add to "scoreGainedOnLevel", you also add to...
That solved it, Kentronisk! Smashing, many thanks :)
Kentronisk: All the UI stuff IS on it's own layer, with a coefficient of 0 in both the x and y axis, and both of them are set to "don't follow the frame"
PBarwick: It is at the very bottom :/
...
Checked that PBarwick, no inherent movement, same layer as the interface bar. Only one event setting it's position :) Thanks for the help though!
Hello fellows! I'm trying to make an animated powerbar and I'm having some problems.
I'm using the interface bar object, and i'm using a 68 pixel wide graphic for the bar. Smooth counting is...
Ah, that solved the problem. Thanks!
Hey there! I'm trying to build an application using the Ultimate Full Screen object, and I'm getting a message that it's not compatible?
I'm trying to build it as a regular .exe using Clickteam...
I tried using the window control, but it seems that I can't keep the window size the same, but change the resolution within. At least I wasn't able to?`
As for Viewport, I thought that was only...
Hello again. Feels like I'm starting tons of threads here, but I'm a man with many questions!
I'm creating a level editor right now, which is in 320x240 resolution for detail work, but I'd like...
I think the easiest way to check for collision detection is through the use of fastloops, wherein you move the obeject 1 pixel, check for collision, then move it another pixel, check for collision,...
Ooh, I didn't know that! Thanks a bunch Snail, it's been enlightening :)
14858
Here you see that the variable objectType is an alterable string of the Value object, visible to the right with "VALS" written on it.
To write the string to the array, I have to convert...
No no, I'm writing a string, not a value. Values is the name of the active object holding the string, and I'm referencing it by index. The string itself is actually "Backdrop".
Point is:
Referring...
Funnily enough, AltStrN$( "Values", 0 ), that is referencing the alterable string by index, works? Even though they are referring to the same data?
Hello again!
I'm trying to write an alterable string to an index , but it tells me "enter a text expression" which I think is weird.
Copying the code in this example :...
I don't think you can, but in this case I'm switching between animation directions and different animations, so the amount of frames can be different between them :)
From what I understand, Kentronisk, your method would require me knowing ahead how many frames each animation would have?
I'm not sure I understand what you mean by that Kentronisk?
What I did is this:
I set the animation speed to like 100 or so ( animation speed is set to 0 by default for this object) inside a...
Hey there! I was wondering if there was a way to get the amount of frames in an animation of an active object, either the current one playing or one specified?
Like Length("User Animation 10") or...
I second this :)
For this, I'd say you need a colission detector that sticks to the orb that is vulnerable, and this collision detector sticks to the action spot of the orb. If you wanna keep it really simple, give...
Ha, wouldn't you know, that seems to have done it.
As it is now
Start of frame - Play intro on channel 32
sample position of intro is 3510 - play and loop main on channel 31
Seamless transition...
Yeah, I still got the gap on that mfa. Thanks for clearing that up Mathias, I guess a solution could be to start the main-loop part on another channel at the right moment and giving it time to buffer?
Thank you for the links Snail, alas they did not solve the problem, and neither did Looki's Sound Player. I guess I'll have to make due without this feature :/
The samples are pre-loaded. I tried changing them to different kinds, but it did no difference i'm afraid. As for the tinkering with milliseconds, I tried every possible interval but setting...
I'm getting the sample position now, but the problem is that if I set the event to set sample position once sample is near the end, it doesnt work.
I store the sample position in an alterable value...
probably, but I don't understand how the sample position thing works? if set an alterable value to be that of the sample position, it is constantly 0. If I try to set it to anything, it just restarts...
The files are in ogg-format, but the problem persists. It seems to be an issue with clickteam fusions sound engine when switching between two sounds. Playing them on different channels didn't work...
http://www.diybandits.com.au/MMF/tutorials.html
You're welcome :D
Ah, alas my song does not begin at the beginning of a stage, but rather at a boss encounter. But I suppose i could start a time when the intro track plays and base the start of the mainloop on that.
I don't think it's an audio buffer issue either, because I tried playing the mainloop once before the intro switches to the mainloop, and it made no difference.
How do you check for such things in CF2? I don't see where I can check the position of the intro? If I do a "check position of sample" thing, the value only returns 0
14801
Attached an example file, using a track from Spelunky just to illustrate the problem.
You'll notice that there is a "gap" in the track, whereas if i I play them next to eachother in...
Hey everybody! I'm having a problem where I have a track that is composed of two files, one is the intro which is 3 seconds, the other is the main loop.
The intro plays once, the main part loops...
CG_action, when you destroy the object, are you making it display a "destroy" animation? Could you show us the code part where you are destroying the object?
I seem to remember a while back that if...
I can recommend DavidN's custom platform movement, it is by far the best one that I've encountered and I'm still using a heavily modified version.
Nevermind, I found just the thing!
http://download.clickteam.com/tutorials/en/binary-data.pdf
For anyone who seeks the same answers!
You can actually create backdrops at runtime, if you have the backdrop as an active object you can paste it to the background, and then destroy the active object. Sorry for necroing, but this issue...
Is there an example of how to do this? Sorry if I'm a bit dense :)
Hello!
I'm working on a level editor, where the levels are saved as arrays. I'd like these to be contained within the game itself somehow, without needing several .ini files in the game folder...
I think you might be able to with the Layer control object? I know you can move objects between layers with it, i think.
For some reason, the problem disappeared when I rebooted my computer. Very strange.
I didn't have anything more to say, sorry :D Edited now!
Also, while I'm at it, I'm still working on how to create a good variable jump height.
As it is now, i'm using a modified vesion of DavidNs engine.
Upon pressing the jump button while on the...
Hi there! I have the option in my game to adjust the players jump height to the time spent holding down the jump button. Is there an efficient way to make the jump sound scale in tandem with the jump...
THanks!
The layer toolbar keeps disappearing for me. I can bring it out with Ctrl K, but it disappears really fast. Can you toggle this to stay permanent?
I can't seem to find the option to change the "Tick" that marks an event in the event editor. Has this been changed? If so, this needs to be back!
I get the same message
Filled in my upgrade request too, give me a holler if you need anything more.
It worked now! There was indeed an event disrupting the flow.
I'm trying to make an object flash to a certain color without the use of a specific animation, but for some reason it is not working. The event right now is
Flag 3 on
Set Effect to Add
But...
"If Alterable Value = 0
Player presses right
set player x to X("player")+1
The best way here would be "
Upon pressing right key
+Player is not overlapping an obstacle
Set player x to x("Player")+1."
I think. You might need to use fastloops to avoid getting "stuck"...
I am...EXTREMELY grateful for this. You're the best!
I had the idea of implementing a solution where if the collisionmask is overlapping the obstacle while the player is falling and the collisionmask is in jumpsize, the collisionmask is set to standard...
So I have this system with platforms that you can jump through, and then stand on.
As it is now, the platforms are activated as platforms once the y value of the player collisionmask is greater...
Hello everyone!
I'm working on a game with a resolution of 480x320. I've never had performance problems before I tried setting the fullscreen type to 3 ( fit to width) in the Ultimate Fullscreen...
I'm having a strange issue with my game, where the "memory size" will just keep increasing by itself. I'm letting the game just stand still, no new actives are being created, and the amount of memory...
Is there a possibility to make the foreach-extension available until the site is up again?
I'm getting an error message when trying to install the foreach extension that was downloaded through the extensionviewer, it says that i need an 64-bit version of the installer.
Oh and just to note, shouldn't the game load even without the required extension? Shouldn't it just ignore the events that require it? I thought a new version of MMF2 did that?
If there isn't an 64-bit version, i need the mfx file in itself. Since you can see that I'm registered, someone could perhaps send it to me?
I guess I need the x64 version too?
I'm only lacking the ForEach extension, does anyone know where I can find the installer?