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  1. Replies
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    Re: Linear Filtering?

    You're answering a different question to the one I asked. I know how to set effects parameters ;-)

    Try reading more carefully next time.
  2. Replies
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    1,323

    Re: Linear Filtering?

    Sorry I didn't make it clear that I'm using the Zoom pixel shader from complex software. So should setting the transformation quality have any effect on pixel shaders?
  3. Replies
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    1,323

    Linear Filtering?

    Hi,

    I looked at an example which showed how to show objects at decimal pixel values using zoom. If you actually zoomed the object in then the linear filtering would smooth the image... but in my...
  4. Replies
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    537

    Interpolated zoom

    Hi,

    I've been using complex software's zoom effect to create a static lighting layer for my game. But because it is zoomed in so far there is a real blockiness between light and dark areas.
    ...
  5. Thread: Move Safely 2

    by stuckboy
    Replies
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    727

    Move Safely 2

    Hi,

    I am using the move safely 2 object to create fast (not necessarily instant) bullets in my game.

    For some reason though, only the most recently created bullet actually responds to the...
  6. Thread: .wav vs. .ogg

    by stuckboy
    Replies
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    1,166

    Re: .wav vs. .ogg

    Hmmm I was wondering actually- do Ogg files cause a significantly higher load on the processor though? They require audio decompression so they should be more heavy on the CPU, I just want to know...
  7. Replies
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    870

    Re: Question about "Always"

    The timing depends on the frame rate. The default is 50, which means "always" will occur every 1/50 = 0.02 seconds.

    The trouble with using the "every x seconds" event in real time games is that if...
  8. Replies
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    1,194

    Re: I made a new kind of function

    Hehehe you're not the first person to use a sine/exponetial function. Most waves in physics decay exponentially, so it's a very commonly used function.
  9. Replies
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    955

    Re: Firing at random intervals

    I'd not recommend using the every (time period) condition because if the game engine slows down because of heavy loading on the CPU then the bullets will still come out at the same rate, meaning not...
  10. Replies
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    3,956

    Re: 3d Space Example

    Good example!

    I made a few little modifications

    -Added motion blur effect to stars
    -Limited particle size- helps prevent slowdown/crashing, this is ESSENTIAL when your particle size is a...
  11. Replies
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    855

    Re: Slopes varying movement speed?

    Nah thats not how you use MS2. You should read the MS2 documentation and study the examples. They will explain it better than I could.
  12. TIP: Using the Advanced Path Movement Object

    Hi,

    I've recently been having problems with the APMO crashing when it tries to find a path. I know some people have also had this problem in the past. After some rigorous testing however, I have...
  13. Replies
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    Re: Slopes varying movement speed?

    You will need two detectors to approximate the angle of the slope. Place them about 5px either side of the player (X position). The best thing to use for this would be the move safely 2 object IMO.
    ...
  14. Replies
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    Re: MMF2 HWA Beta 3

    Hmm there seems to be some trouble with shaders- when I put one subtractive effect object over another then it just goes black where they overlap...
  15. Replies
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    1,187

    Re: Problems with adv path movement object

    Ah right, I will try that out when I get back to uni. I left my MMF2 disc at uni so I can't update till I get back... D'oh!
  16. Replies
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    1,187

    Re: Problems with adv path movement object

    I'm not using the advanced path finding object, i'm using the advanced path *movement* object that was made by alien.
  17. Replies
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    1,187

    Problems with adv path movement object

    Hi,

    I'm using the advanced path movement object and I'm trying to track down crashes that it causes.

    I know that it doesn't like it if you try and find a path between two nodes that are the...
  18. Replies
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    Re: Pick object with lowest alterable value

    Thanks dyna your a star!
  19. Replies
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    1,865

    Re: Pick object with lowest alterable value

    Mmm I have tried this but the select object with lowest alterable value feature doesn't really seem to do anything... is there something i dont know or is the ext just broken?
  20. Replies
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    Pick object with lowest alterable value

    Hi,

    I am doing a bit of optimisation on code that finds the nearest "cover" object to an AI so they can take cover when shot at.

    I swear there was an object for MMF 1.5 that could pick an...
  21. Replies
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    1,189

    Re: Adding zeroes to the beginning of a number

    hehe snap Jamie, cheers!
  22. Replies
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    1,189

    Re: Adding zeroes to the beginning of a number

    Oops, I just literally thought of a solution to this when I clicked the submite version. In any case, this might be helpful to people in future so heres what i did:

    Right$("0000"+Str$(<number>),...
  23. Replies
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    1,189

    Adding zeroes to the beginning of a number

    Hi,

    I'm writing a pathfinding algorithm for my AI that stores the path waypoint coordinates in an alterable string of the enemy. For example, if i had a path given by points [3,4] [4,4] [4,5] the...
  24. Replies
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    Re: Best way to darken the screen?

    Using a single active object to darken the screen shouldn't have much of a performance impact. It depends on your screen resolution though. It should be fine if your app is in 320x240, and probably...
  25. Replies
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    Selected objects extension

    Hi,

    I've been trying to use the selected objects extension to select the object with the lowest value of a particular alt val, but it doesn't seem to want to select anything. It doesn't even work...
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    Re: Particle engine using HWA

    That's pretty cool, although I tend to lean towards particle solutions that use the minimum number of particles for in actual game use. I mean, in most cases an effect of almost the same quality can...
  27. Replies
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    Re: Scariest App Ever!

    Heh I made an app for halloween in MMF once that sits in the background completely invisible until you start using your PC, and at a random point in time it pops up a monster face full screen and...
  28. Replies
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    Re: Suggestion: Minimise Event

    Yup I do use groups extensively, but I can't put every one of these long events into their own group because that would just create a ridiculous number of groups.
  29. Replies
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    Suggestion: Minimise Event

    Hi,

    I find that due to the way MMF works, sometimes code looks inherantly quite messy and hence becomes difficult to work with. I think it would be really useful if you could reduce particular...
  30. Replies
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    Annoying scroll-hand

    Hi,

    I sometimes get this annoying hand cursor when i run MMF which allows me to scroll around the playfield by clicking and dragging on the screen. Only problem is, I don't seem to be able to get...
  31. Replies
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    Re: Aquatic Flight Sim

    You could use a semitransparent mode7 X object to create a paralaxed water backdrop. Get a picture of your sky, flip it upside-down then darken it by about 90%. Put it into an active picture object...
  32. Replies
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    Re: [request] Outline/Stroke Object

    To be honest, stroke/outline is a cool way of showing that an object is selected in an RPG or RTS or whatever, but it is a dispensable feature really. I'd reccomend that at least for the software...
  33. Replies
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    Re: [request] Outline/Stroke Object

    This is something that pixel shaders could almost certainly do.

    You'd have to take each pixel and draw an outline pixel if and only if the pixel is adjacent to at least one coloured pixel AND at...
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    Re: Possible reasons for slowdown with HWA

    i think images that aren't powers of two in the X and Y dimensions can potentially slow down your video card since it has to then convert them to an appropriate size itself... i know MMF 1.5's opengl...
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    Re: Possible reasons for slowdown with HWA

    What I'd be interested to know is can HWA affect how efficient non graphical extensions are?

    Because I took all the graphical extensions out of my game for HWA but it runs slower in HWA than in...
  36. Re: Is there no work around for overlay scrolling?

    There is an active overlay object that works alright with scrolling.
  37. Replies
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    Re: Camera zoom in and out?

    You could try using sphax's zoom pixel shader to zoom the screen in, but since it is a pixel shader the image will become more blurry the more you zoom in.
  38. Replies
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    Re: damerau levenshtein distance

    What is it? I'd download if there was description.
  39. Replies
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    Re: This bug is killing my game!

    Thanks DavidN, that stops the problem. The only problem with it is that every sound event in my game would need to be duplicated, which would make the code significantly longer/less efficient. I'll...
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    Re: This bug is killing my game!

    Yes that does work around the problem partially for this particular case, but only by preventing any circumstances when it could possibly occur. The trouble with this is that if I add "Only run once...
  41. Replies
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    This bug is killing my game!

    Hi,

    This serious bug has been the bane of my games existence these past few months. It causes totally bizarre and unacceptable things to happen such as every enemy on the map's heads exploding...
  42. Thread: Shader Idea

    by stuckboy
    Replies
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    Re: Shader Idea

    This type of effect is called bloom, and would be extremely cool to have in MMF2. One parameter you are missing here for it to reach its full potential is the "threshold" or "offset".

    This is a...
  43. Replies
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    Re: HWA Dynamic Light Example

    To make real shadows a viable option in a full game made in MMF, I really think we'd need some help from a specialised extension, the amount of iteration required just to draw the polygons of the...
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    Re: Particle effects

    Heh I made the fire 3 effect. I was thinking of making a more universal particle system that could be used for many types of effects but I'm too busy at the moment really.
  45. Replies
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    Re: Advanced isometric engine, demo and tutorial

    Redhades I've seen you create some pretty awesome iso engines and I think this is the best yet. My only worry would be its scalability into an actual game- the calculations for the engine are quite...
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    Re: Fish Eye Pixel Shader

    Maybe its your linear interpolation code, I would use this calculation:

    x = x1*(l-d)/l + x2*d/l
    y = y1*(l-d)/l + y2*d/l

    where (x1,y1) are the coords of the start point, (x2,y2) are the coords...
  47. Replies
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    Re: Fish Eye Pixel Shader

    Hmmm thats a tricky one...

    I would probably have to experiment a bit to produce a working model, but I'll show you how I would derive it;

    First consider that at the boundaries of the image,...
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    Re: Fish Eye Pixel Shader

    Did it work?
  49. Replies
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    Re: Fish Eye Pixel Shader

    Basically you need to zoom the image from the centre, but it must be less zoomed in the middle. You'll have to forgive the format, this is very speculative psuedocode since i have no idea what shader...
  50. Thread: bumpmaps?

    by stuckboy
    Replies
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    Re: bumpmaps?

    When we have the ability to get pixels from behind the object, you should be able to implement an RGB multiply effect which would to the same thing as colour manipulation on a bump map.
  51. Replies
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    Re: Confused about HWA slowdown

    This is probably one reason why my game runs more slowly. I'll try and get my game sent to you soon Yves.
  52. Re: [Request] 26 variables? Re-think this feature?

    Actually it Modulates at 32 (33=1).

    THE PEOPLE HAVE TO KNOW! [/quote]

    Thats so silly! Why oh why does it not just have a validation rule that specifies that flags must be from 1 to 32?

    I...
  53. Replies
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    Confused about HWA slowdown

    Hi,

    I know this is a beta, but I'm interested by the fact that my game seems to run slower in HWA than in normal mode.

    It isn't because of the graphics; it is because of the code. I thought HWA...
  54. Replies
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    Re: [BUG]HWA and Pixel Object

    I get this bug aswell.
  55. Replies
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    Re: [Request] Layer Zoom

    I reckon that a zoom vertex shader probably would be more efficient, and it would filter all of the textures nicely too, although that is all possible with pixel, just probably less efficient.
    ...
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    Re: SubApp pausing

    Ah, I've just found out. Check the property "modal" and the subapp will automatically pause the app!
  57. Replies
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    Re: Meteor Trail Sprite

    Heh maybe thats because your running it on a hyper speed quad core processor?

    Mine dies after about 30 objects in software mode.

    @LazyCoder

    What you say is an interesting point. The rule of...
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    Re: 3D Tentacle (HWA screensaver)

    Yeah, I just made some animation frames and set it so each section of the tentacle would be different, then I tweaked with the maths and added some more effects. I gotta hand it to you though, your...
  59. Replies
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    Re: 3D Tentacle (HWA screensaver)

    @dingdong

    You need to download the HWA update probably, otherwise either your graphics card is an antique, or it isn't running in HWA mode for some reason. Be aware that if you only have a DX7 or...
  60. Thread: Crasher

    by stuckboy
    Replies
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    1,473

    Re: Crasher

    No matter how many security measures you take, you can never be sure that people won't make illegal copies of an application. Crackers always find a way!

    It is possible to implement security...
  61. Replies
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    Re: 3D Tentacle (HWA screensaver)

    Super DNA tentacle!
  62. Replies
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    754

    Re: Transparent Frame Background?

    You can use the window shape to set the shape of a window to the shape of a specific active object... but thats about as close as you can get to what you're trying to do I think.
  63. Replies
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    SubApp pausing

    Hi,

    Is there a way to pause a game but not a subapp? I need to have a pause menu in my game, so I want to bring up the subapp with the menu, but pause the game behind it so that you can use the...
  64. Thread: MMF2 HWA Beta

    by stuckboy
    Replies
    99
    Views
    43,189

    Re: MMF2 HWA Beta

    I did some tests and HWA is giving us so much more freedom to take particle effects to abusive levels.

    There's a couple of problems ive found with it though. I was under the impression that using...
  65. Replies
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    Re: Hate to bug about this, but it is urgent.

    Graphical extensions will either need to be converted to use hardware acceleration, or in some cases they may become obselete due to the new pixel shader effects.
  66. Replies
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    Re: Weird events bug

    I just realised what it is that was wrong!

    My game uses a custom made positional audio system which starts a loop every time a sound needs to be played. What was happening was the loop was being...
  67. Replies
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    Re: Weird events bug

    No that's not how MMF works, it has an inbuilt object selection system that works for stuff like alterable values and flags. Looping through each and every object to do something as simple as check...
  68. Replies
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    Weird events bug

    Hi,

    Before you read on, bear in mind that I am still stuck using the BETA 247 build, since I left my MMF2 disk at my room at uni!

    I've been having a bit of a problem with my game. I'm making...
  69. Replies
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    Re: Causes of slowdown

    Oh one other thing, I remember there was a memory leak with the advanced direction object, which I am making heavy use of. Yves gave a me a fixed version, but maybe it updated back to the old version...
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    Re: Causes of slowdown

    No I haven't updated yet... I did a really stupid thing! I'm home from uni for christmas and I left my MMF2 disk in my room at uni! So obviously when hardware acceleration comes out at christmas I'll...
  71. Replies
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    Re: Causes of slowdown

    There can be as little as 5 objects onscreen and the slowdown still occurs. I have disabled most of the graphics heavy features for the time being but it still runs quite slowly.

    I've done another...
  72. Replies
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    Causes of slowdown

    Hi,

    My game is running quite slowly at the moment, and I don't know why. I've optimised all my code within reason, but the other day I tried disabling all code and there is still something causing...
  73. Replies
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    Re: MMF2 Build #247 (BETA)

    Just disable the key commands whilst the crouching animation is playing.
  74. Re: Feature Request : "Seach for event/expression"

    I agree!

    Sometimes I would find it really useful to search for all the events that use a certain alterable value for a certain object, so I an check that the events don't conflict in any way. i.e....
  75. Replies
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    Re: polygon collision

    I agree that polygon collision detection would actually revolutionise the way isometric and similar view games are made in MMF. However I think if instead a decent way of linking graphical sprites to...
  76. Replies
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    2,478

    Re: Why I Might Give Up MMF2

    What makes you say it is an invisible block that ends the game? Surely if it was a randomly generated invisible block then it would just appear to crash at random whilst the player is moving around...
  77. Replies
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    79,664

    Re: Phizix - Chipmunk Engine Released

    Daniel, is there any detailed documentation for this extension?

    The help page in the opject props just seems to have a few tips and some stuff about the chipmunk engine, but nothing specifically...
  78. Replies
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    1,385

    Re: Easy Online Object

    MooClick is easy to use, you just need to sit down and follow a tutorial.

    There is also an extension called directplay which is even easier to use.
  79. Replies
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    Re: [Demo] MMF2 Pixel shaders power

    Awesome! Hey sphax, would it be possible to write a "blur behind" pixel shader? i.e. The object renders the picture behind it blurred as if viewed through frosted glass.

    Im sure also from what...
  80. Replies
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    Re: Dynamic Lighting

    This is a very neat little effect. Unfortunately though, I think its use would be pretty limited; it is quite performance intensive on its own, but if it was implemented into a game with AI, movement...
  81. Replies
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    Re: Light Example for Attan

    Lighting effects are fairly easily achievable in MMF2 via the following steps:

    -Create a gray active object the size of the screen, and set it's ink effect to subtractive. Uncheck the "follow the...
  82. Replies
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    Re: Move Safely 2 Object and Looping

    Ok I just found the solution to this problem. For whatever reason, the - Stop (leave in obstacle) action doesn't seem to work properly.

    If anyone else has similar problems with the Move safely 2...
  83. Replies
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    706

    Move Safely 2 Object and Looping

    Hi,

    I've been using the move safely 2 object to try and optimise some of the code in my game.

    The problem I'm having is using it inside of MMF fastloops. I'm trying to use it for testing line...
  84. Replies
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    Re: MMF2 Build #246 (BETA)

    Wow, another build already! Even if it is a short list of updates, they are still important ones!
  85. Re: The way to trigger MMF2's "upon pressing key"

    Someone else has noticed this bug too then! I thought it was something specific to my game.

    If I left my game running whilst I went and had dinner or something (to check I didn't have any object...
  86. Replies
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    Re: question about lights special effects:

    But then you run into the problem that if the bullet's shadow hits something, then it acts as if the bullet itself has hit it.

    It all depends on what style of game you are making.
  87. Re: [Request]Decimal X and Y coordinates (for acti

    Yeah Sphax, I think you're right. Since HWA works using coordinates, not pixels, it would probably just mean extra work to make everything snap to 1px.
  88. Replies
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    1,391

    Re: Frame editor: scrolling in large frames

    Thanks yves for adding this to the list. I forgot to mention but there also seems to be a problem where if you drag the scroll bar more than about a third of the way to the right on a 51000px wide...
  89. Replies
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    1,391

    Frame editor: scrolling in large frames

    Hi,

    I am currently working on a fast moving level in my game, in which the player is controlling a fast moving monorail. The level is about 51000px wide by 1000px high, for obvious reasons.

    The...
  90. Replies
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    Re: Question about hardware acceleration

    So Jeff, when you say they will need to be updated in order to take full advantage of the HWA, do you mean you will still be able to use them with hardware rendering switched, albeit more slowly? Or...
  91. Replies
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    Question about hardware acceleration

    Hi,

    Hardware acceleration is undoubtedly going to be a groundbreaking new addition to MMF2, but I'm wondering will it be easy to switch current games to use hardware generation?

    My current game...
  92. Replies
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    Re: a little problem with spreading values

    Try using the selected objects extension- this extension checks how many objects are currently selected by MMF.

    For example, the code:

    If ID("enemy") = 1

    -Set global value A to...
  93. Replies
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    Re: Sprite light mapping effect

    And still the overlay redux doesn't support MMF2 inks :( been waiting for that for a loong time.

    I did hear that vortex will make a new overlay object but he has a lot on his plate at the moment...
  94. Replies
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    Re: Sprite light mapping effect

    If the effect becomes too well defined then it ends up looking like the guy is made out of metal. It looks fine on my PC, but then I suppose my monitor might be brighter or darker than yours. Still,...
  95. Replies
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    Sprite light mapping effect

    Hi,

    I invented a directional lighting method that can be used for sprites in MMF2 the other day. It was originally going to be for my current game project, but I decided it was too late in...
  96. Replies
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    Re: 3d-Sample mmf2

    Ah yes I see now you've added this feature in the latest version (I only looked at the first to begin with).

    You could solve your problem with shaking using the advanced direction object to rotate...
  97. Re: Object selection possible bug (latest beta build)

    I'm pretty sure that is only the case if you are using a distance equation in a condition.

    Besides the problem still occurred if I stored the distance in an alterable value of the object, and then...
  98. Re: Object selection possible bug (latest beta build)

    Hey, what do you know, I'm right. Writing this post helped me to assess the problem and find a workaround- by storing the soldier's position values in another object before the loop, and now it works...
  99. Object selection possible bug (latest beta build)

    Hi,

    I'm trying to make a custom positional sound engine for my game.

    It works like this:

    When a soldier first sees the player his alterable value is set to a random value between 1 and 3....
  100. Replies
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    Re: 3d-Sample mmf2

    That's pretty cool. Like you said it isn't quite 3D, but it is an innovative use of the 3D mesh object.

    I think it would be even better if the tank could rotate from side to side as well as...
  101. Replies
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    Re: [Request/Idea] Line of Sight Object

    ^ eh?
  102. Replies
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    2,595

    Re: Collision Mask?

    No there is nothing like this currently in MMF2. It would be possible to create a system that does what you said above using MMF2 events, but it would be so slow it would be unusable.

    If you want...
  103. Replies
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    Re: MMF2 Build #245

    That platform movement bug has been there since I can remember... it used to do that in TGF1

    Well done for fixing it :)
  104. Replies
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    1,288

    Re: Bouncing Ball movement with simple Gravity

    It will be useful for people who have never made custom movements before Sphax.
  105. Replies
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    1,750

    Re: Problem with simple physics

    I think the answer to your bouncing prob in general is to give the ball a lower elasticity.

    Eg. Ball collides with floor:

    -Set Y velocity to Y velocity * -1 * Elasticity

    If elasticity = 1...
  106. Replies
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    Re: MP3 Object Beginning Development.

    I think if a hacker is skilled enough to extract the Ogg files from a MMF2 built executable file, then they will be smart enough to know how to play Ogg files. All you need is winamp.

    The only...
  107. Replies
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    Views
    2,939

    Re: minimap for MMF 2

    Hopefully when hardware acceleration comes along we'll be able to put a nice smooth blur on that fog of war... I hope so anyway.

    Cool example sphax :)
  108. Replies
    15
    Views
    3,712

    Re: [Request/Idea] Line of Sight Object

    Ah yes, right you are netninja :)
  109. Replies
    15
    Views
    3,712

    Re: [Request/Idea] Line of Sight Object

    Doesn't Move safely 2 use C++ looping? After all it is an extension written in C++.
  110. Re: Tree-Based Pathfinding Example (VERY basic WIP

    Dines, this is fantastic! Also thanks to joshtek for the node traversal object!

    The only problem, as a few others have said is that If you had a big level, you'd have to write out the mother of...
  111. Replies
    21
    Views
    7,635

    Re: Stickman Dummy

    What are you on about pound? The game may have copyright but they can't copyright ragdoll physics.

    It isn't a rip off anyway, I've never even heard of rocky the monkey.
  112. Replies
    5
    Views
    2,325

    Re: Ragdoll physics?

    And also better than you could ever practically do in MMF.
  113. Replies
    15
    Views
    3,712

    Re: [Request/Idea] Line of Sight Object

    Hmmm can't really see how that would be faster.

    Using MS2 with a 1px active simply tests pixels at regular intervals between the start and destination point.

    However, drawing a line requires...
  114. Re: Sound Volume from Instanced Source Objects?

    So your trying to make a positional audio system in MMF2. Until MMF2's sound system is upgraded somewhat, this is very awkward and probably not worth it.

    For example, there is no way to get the...
  115. Replies
    5
    Views
    2,325

    Re: Ragdoll physics?

    Kraton, this forum has a search feature. Use it.

    Here is a link to a farily limited ragdoll engine I made.
    ...
  116. Thread: physics?

    by stuckboy
    Replies
    48
    Views
    11,652

    Re: physics?

    LB, the only real difference between top down physics and side scrolling physics is that in side scrollers gravity is a positive acceleration in the Y axis, whereas in top down it is a negative in...
  117. Replies
    15
    Views
    3,712

    Re: [Request/Idea] Line of Sight Object

    An extension like that would be really cool. For now if you are having performance problems with looping through many NPCs for line line of sight, try distributing the NPCs across multiple frames.
    ...
  118. Replies
    6
    Views
    986

    Re: 320 x 240 Fullscreen with 8800GTS

    Wow you have an 8800 GTS? You lucky dog you!
  119. Replies
    3
    Views
    813

    Pausing without displaying the cursor

    Hi,

    I've recently been working on some tutorial popups in my game. e.g. When you pick up a weapon a box pops up with a picture of the weapon and some bullet points outlining its advantages and...
  120. Re: Creator of the "3d mesh extension" still around?

    I think one key feature that all MMF 3d objects seem to lack is automatic detection of the object's bounding box.

    I mean, if you zoom in on a model too far then it clips they edges off, instead of...
  121. Thread: physics?

    by stuckboy
    Replies
    48
    Views
    11,652

    Re: physics?

    Are you kidding? That's what 2D is! [/quote]

    Actually he said rotating around the X and Y axis which is 3d. 2d rotates around the Z axis ;).

    And Stuckboy, I will try to add some features to...
  122. Replies
    37
    Views
    10,090

    Re: Convention questions

    Ah right, won't they need to be re-written in order to take advantage of hw acceleration? Cause at the moment they render entirely in software don't they.
  123. Replies
    229
    Views
    162,459

    Re: MMF2 Build #245

    Did you have MMF running in the background when you installed the update :P
  124. Replies
    37
    Views
    10,090

    Re: Convention questions

    Jeff did specifically state hardware acceleration would be added this year.

    My questions are:

    -When hardware graphics acceleration is implemented, objects like the lens and perspective object...
  125. Replies
    229
    Views
    162,459

    Re: MMF2 Build #245

    The record demo function doesn't really work that well with my game; the game resets the mouse position to the screen center every loop and uses it's displacement to move a crosshair accordingly.
    ...
  126. Replies
    229
    Views
    162,459

    Re: MMF2 Build #245

    Load/save action and recording demos?!

    That's fantastic Yves!

    Came as a bit of a shock though, you'll have to warn us next time you pull off something like that :)
  127. Replies
    24
    Views
    3,153

    Re: Vitalize 4 - MMF2

    Vista seems to me like microsoft's way of getting us all to pay through the nose for DirectX 10 graphics.

    Regardless of that however it is obviously important to make Vitalize 4 work with the...
  128. Replies
    28
    Views
    5,440

    Re: Pathfinding object...

    Dines, I'm pretty sure this is possible already in MMF2... not that I've actually tried it.

    I have done some limited work with nodes for enemy AI so that enemy soldiers can take cover when shot...
  129. Thread: physics?

    by stuckboy
    Replies
    48
    Views
    11,652

    Re: physics?

    Vortex, if Z axis is not natively supported by the extension, do you think it would be possible to bootleg my own version on, using MMF2 events?

    I know that having objects rotate about the X and Y...
  130. Thread: physics?

    by stuckboy
    Replies
    48
    Views
    11,652

    Re: physics?

    Can't wait to see this vortex. I'm wondering, will it be possible for objects to move in the Z axis as well as X and Y?

    I know that sounds like a useless feature for a 2d game engine such as MMF2,...
  131. Replies
    7
    Views
    1,693

    Re: Active Picture rotation

    Fraid that isn't really possible using rotations. Can you not just set the hotspot to the centre?
  132. Replies
    8
    Views
    3,150

    Re: Waypoint Linking Example for Pathfinding

    Yeah, waypoints are the way forward in terms of AI. I used waypoints a little in my latest game as method of allowing enemy soldiers to take cover behind obstacles, but they can't pathfind through...
  133. Replies
    39
    Views
    15,486

    Re: Spring-Chain II :)

    @Neonotso

    Giving the chain a stiffness property is more complex, as although I don't doubt walrus could pull it off. You'd be better off PMing him though, rather than bumping this old post.
  134. Replies
    4
    Views
    823

    Re: [Request] Music object

    Dunno if anyone would make this; the only reason I can think of for having these features in MMF2 is if you wanted to make a media player... and why bother when we already have WMP?

    If you need...
  135. Replies
    5
    Views
    1,489

    Re: Laggy 2-Player split screen problem!

    If the worst comes to the worst you could try some kind of dead reckoning solution.

    eg. Instead of sending Dr Braveface's X position, you send Dr Braveface's X position + Dr Braveface's X...
  136. Replies
    24
    Views
    4,057

    Re: Trouble With My Project

    I'm just saying that the above line seemed a little off-hand.
  137. Replies
    24
    Views
    4,057

    Re: Trouble With My Project

    Or you could be a little more grateful for the helpful advice people have given you if you want help in future.
  138. Replies
    24
    Views
    4,057

    Re: Trouble With My Project

    Jeod, you need the overlay redux object. This object stores a picture, so you could draw out your game world with green pixels for grass tiles, blue pixels for water tiles etc.

    Then you can test...
  139. Replies
    7
    Views
    1,608

    Re: re: Fine detection question

    Yes, QBA's only support box collision.
  140. Replies
    12
    Views
    2,779

    Re: Bendy particle beam

    That would be fairly difficult to do smoothly, ie. as the beam increased in length the sections would "jump" position.

    This would be especially so since it is very difficult to estimate the length...
  141. Replies
    12
    Views
    2,779

    Re: Bendy particle beam

    MMF2 was both a blessing and a curse to my working on stuckengine. When I was working in MMF1.5 I had a pretty good physics engine going (supports ragdoll constraints, Z axis movement, object...
  142. Replies
    18
    Views
    4,043

    Re: Rotating and scaling towards point

    The other measurement of angles is radians, where 2 x pi radians is equivillant to 360 degrees. Don't think that would go too well if it was limited to integers only XD
  143. Replies
    5
    Views
    940

    Re: [REQUEST] DirectSound 2 for MMF2

    Ah ok, look forward to seeing it when it's out.
  144. Replies
    10
    Views
    2,407

    Re: Timer with adjustable speed Example

    Maybe he did, I never saw that game, but the point is it isn't an easy thing to do.
  145. Replies
    5
    Views
    940

    Re: [REQUEST] DirectSound 2 for MMF2

    Do you know who's making the new sound extension?
  146. Replies
    12
    Views
    2,779

    Re: Bendy particle beam

    Yeah line 7 is fairly huge.

    The concept is that line A (Ax, Ay) is a straight line pointing from the player in the direction the player is aiming, and its length is equal to the distance between...
  147. Replies
    12
    Views
    2,779

    Bendy particle beam

    Here is an example of how to make a particle beam that shoots from the player and bends towards the enemy.

    Someone asked for this on the tech support forums.
  148. Replies
    3
    Views
    1,046

    Re: Particle Beam / Laser type thing

    Ok I made a quick example. It will be on the downloads section shortly.
  149. Thread: move safe

    by stuckboy
    Replies
    1
    Views
    884

    Re: move safe

    If you are using one of the built in MMF movement such as bouncing ball, all you need to do is in the event editor test for if your player is colliding with a backdrop, and if so "bounce".

    If you...
  150. Replies
    3
    Views
    1,046

    Re: Particle Beam / Laser type thing

    Its a little tricky but really all it requires is that you interpolate between a line pointing in the direction of the player and a line pointing from the player to the enemy.

    It's an interesting...
  151. Replies
    10
    Views
    2,407

    Re: Timer with adjustable speed Example

    Cool example apart from the bug when you speed it up. A proper slowmo engine (i.e. one that does not change the game's frame rate) can be difficult to achieve; animation speeds, sound freqeuncies,...
  152. Replies
    7
    Views
    1,751

    Re: iSniper scope for Ebolaboy

    Yeah I get that crash quite a lot on MMF. I have an inkling its to do with the MMF2 sound engine, because it seems to occur the most when multiple samples are playing.

    The black around the scope...
  153. Replies
    7
    Views
    1,751

    iSniper scope for Ebolaboy

    Hi,

    This is a sniper engine I made a while back, but I stopped making the game so you can have the engine.

    It has a refracting scope effect, newtonian scope movement, weapon kickback and spring...
  154. Replies
    9
    Views
    2,202

    Re: Wobbly sniper scope?

    Hey, I was toying with the idea of making a game like this a few months ago. I couldn't be bothered to continue with it, but I've got a pretty solid sniper engine so you can have it.

    Use it for...
  155. Replies
    12
    Views
    2,816

    Re: Optimizing for speed

    I don't mean to be unhelpful, but at a resolution of 1024x768, I don't think anti aliasing your sprites would really improve visual quality very much, so most people would just leave it off anyway.
    ...
  156. Replies
    6
    Views
    1,217

    Re: Bullet out of view port

    If you want to destroy a bullet when it leaves the screen area simply use the condition:

    - "Bullet" is getting closer than 0 pixels from the edge of the screen

    --> Destroy "Bullet"

    You'll...
  157. Replies
    3
    Views
    1,540

    Re: Warp drive effect

    Yeah the overlay redux came out for MMF2 a while back, it should be on all of the extension download sites.

    Thanks neat kliker :)
  158. Replies
    3
    Views
    1,540

    Warp drive effect

    Hi,

    Some people on daily click wanted me to upload the source for a warp drive/hyperspace effect I made.

    Here it is people.
  159. Thread: 3D

    by stuckboy
    Replies
    9
    Views
    3,941

    Re: 3D

    And ironically enough, now the overlay too is being reinvented by vortex.
  160. Replies
    7
    Views
    1,145

    Re: Translucent colors

    *opacity
  161. Re: [Request]Normal Map function for lens object

    Sounds fantastic Andos. We are not worthy :D
  162. Re: 3D Raycaster using 3D Actives object - Possibl

    Problems with raycasting

    -In order to raycast a simple wolfenstein3d style environment at a resolution of 320x240, at least 80 loops need to be executed per frame, each of which contains at least...
  163. Re: Does anyone remember that blurring example...

    I remember that example, it was fast but i dont think any software blur is really fast enough to process every frame without *huge* overheads.

    I posted an example ages ago for MMF1.5 that showed...
  164. Replies
    21
    Views
    7,635

    Re: Stickman Dummy

    Making a decent collision engine for this is difficult and CPU intensive and would require quite a bit of looping.

    The problem with using my code there is that since I assumed that only floor...
  165. Replies
    21
    Views
    7,635

    Re: Stickman Dummy

    I uploaded it to the Daily Click as a screensaver if anyones interested.
  166. Replies
    8
    Views
    1,765

    Re: Linking objects

    Ok thanks for your help guys. In my opinion this has always been a weakness of MMF; in any case you always need to jiggle the order of events (or even the order of collision conditions) in order to...
  167. Replies
    21
    Views
    7,635

    Re: Stickman Dummy

    I've got a fairly limited ragdoll engine working, I'll post the source for you...

    Sorry I had to blitz the colours to be under the size limit. Also sorry the codes loosely commented. Making a...
  168. Replies
    8
    Views
    1,765

    Linking objects

    Hi,

    This problem has bugged me for years and I have never quite worked it out.

    Often when making a game i will want to link the behaviour of two objects. Say a tank with a turret on the top,...
  169. Replies
    3
    Views
    2,040

    Re: Fastloop bullets example

    I think it's faster because instead of coding nested loops in MMF you are utilising the hard wired loops built into the MMF engine to select each object.
  170. Replies
    3
    Views
    808

    Re: How to make a Phaser?

    Well for the first one you'd need to fastloop through all the ships that are within phaser range and find the closest ship you could use advanced direction object.

    For the phaser itself you could...
  171. Re: Making falling water that fills up the level.

    Use the subtractive and additive ink effects for this kind of lighting effect. I think there is an example on the file archives so search for it.

    Real time finite element fluid simulation would...
  172. Replies
    6
    Views
    1,479

    Re: Specialy made for Tiles

    God I hate cybersquatters
  173. Replies
    3
    Views
    2,040

    Re: Fastloop bullets example

    Thats a cool little example. However it makes it a lot more efficient if you do it like this (attachment). (Hold space for a constant stream of objects)
  174. Replies
    39
    Views
    15,486

    Re: Spring-Chain II :)

    I was going to share the old one, but the sheer complexity of the engine in its unfinished form would have made it very difficult for anyone except me to use.

    I'll definitely share my new one if I...
  175. Replies
    39
    Views
    15,486

    Re: Spring-Chain II :)

    This is very neat Walrus, glad to see your still producing killer examples!

    I made something almost identical to this a while back, exept constraints could be rigid instead of springy....
  176. Replies
    120
    Views
    93,052

    Re: MMF2 Build #244 (BETA #6)

    This update is great! New logical operators are gunna come in really handy, and lots of crashfixes too. I must say that I've only had bad objects once or twice in MMF2, MUCH less than MMF1.5 and it...
  177. Replies
    16
    Views
    2,443

    Re: Flamethrower needs hardware acceleration?

    No you missed the point entirely. I'm not "dissing" your sprites, I'm suggesting that you design them a certain way. There was no need to take offense.

    That said, I've looked at your flamethrower,...
  178. Replies
    13
    Views
    3,165

    Re: car reflection effect

    That is a really good use of the lens object. It would be great if someone made a graphical object for the sole purpose of reflections.

    But hey, once vitalize 4 is done, hardware acceleration will...
  179. Replies
    16
    Views
    2,443

    Re: Flamethrower needs hardware acceleration?

    The key is to use a bit of cunning when designing your sprites. If you draw quite a bit of detail into your sprites, then you will need less of them to create a good looking effect.

    For an example...
  180. Replies
    5
    Views
    906

    Re: MMF2 Hardware Acceleration Petition.

    Petition or no, clickteam knows everyone wants hardware acceleration.

    I'm ecstatic that hardware acceleration is now on clickteams roadmap!
  181. Replies
    1
    Views
    658

    Sound swapping issues

    Hi,

    I'm trying to change the sample rate of some of the sounds in my application. I used goldwave to batch convert the sounds all to the new sample rate (22050hz).

    I used the swap command on...
  182. Replies
    4
    Views
    688

    Re: Overlay problems

    I am really looking forward to this new overlay. Should be fantastic, considering the kind of reputation vortex has made for himself.
  183. Replies
    7
    Views
    1,189

    Re: Sound stuttering

    The most common cause for stuttering in games engines that I've encountered is the sound will loop when the game is in slowdown in order to maintain sync with the game.

    None of the clickteam...
  184. Replies
    1
    Views
    838

    Re: Quick Lens Question

    I don't think it is the number of lens objects that causes the slowdown, it is the number of pixels on the screen which have to be rendered using the lens object. You can easily have plenty of 6x6px...
  185. Replies
    17
    Views
    4,071

    Re: Get Original Sample Frequency

    PMing would be a good idea. I wanted to see if anyone else actually wanted the feature first before I started badgering them about it :P
  186. Replies
    17
    Views
    4,071

    Re: Get Original Sample Frequency

    :) It would be nice to get a reply from clickteam about this, so if it's a no then I can begin the process of unifying the sound frequencies in my game.
  187. Replies
    17
    Views
    4,071

    Re: Get Original Sample Frequency

    Specifically in my game, most sounds are at 22050hz which works fine for most. Enemy voices have a low-fi radio effect, so a considerable amount of space is saved by setting them to 11025hz since...
  188. Replies
    17
    Views
    4,071

    Get Original Sample Frequency

    It would be really good if there was an expression that could get the original frequency of a sound. The reason why this would be useful is because you could then pitch shift sounds relative to their...
  189. Replies
    39
    Views
    6,838

    Re: *Request* Tutorial

    My god... looks like some kind of neo rosetta stone.
  190. Replies
    19
    Views
    4,043

    Re: No more MIDI music!

    @since the level I'm currently working on uses a WAV for music

    Use the Ogg vorbis format, it's like mp3 (compressed format) only better, free and supported by MMF2.

    You should be able to find a...
  191. Replies
    6
    Views
    1,081

    Re: FPS Shooter questions

    @LazyCoder

    There were first person shooters before the 3d revolution. Don't you remember those old shooting gallery type games? Thats what this guy is trying to make.
  192. Re: Graphic Glitch With Active Picture Object

    Try colour filling the areas you want to be transparent white, then you can see easily where the pixelation is and deal with it, then colour fill it back to rgb(0,0,0). Just make sure you UNCHECK...
  193. Replies
    4
    Views
    676

    Re: pausing and the magic space bar

    Your english is very good actually.
  194. Replies
    12
    Views
    2,100

    Re: Sound Extensions?

    I guess by "people" you mean me... the original post wasn't a request! I was just wondering if anyone had extensions in development. The click wiki sounds like a good idea though, I should check it...
  195. Replies
    12
    Views
    2,100

    Re: Sound Extensions?

    Ah I missed that, well thats great. It changes both the pitch and the speed, which is what I wanted. It would still be cool to have some of the other features though.

    One other thing that would be...
  196. Replies
    12
    Views
    2,100

    Re: Sound Extensions?

    The features I'd like to see added would be support for speed changes of individual sounds (like LazyCoder said), and support for more audio channels. The auto panning/fading for playing a sound from...
  197. Replies
    5
    Views
    2,994

    Re: Another isometric engine

    This is really slow for me. Also the Z ordering seemed a little off at times.
  198. Replies
    5
    Views
    2,985

    Re: Pan Camera Engine

    The only trouble is that when you are moving quickly you cannot see where you are going. I normally counter this by taking the XY velocities of the subject into acount to scroll the screen in front...
  199. Replies
    12
    Views
    2,100

    Sound Extensions?

    Hi,

    It was a big shame that Tigs' DirectSound 2 object was lost before it could be ported to MMF2. I'd gotten used to using it as an alternative to the MMF 1.5 sound engine.

    The new MMF2 sound...
  200. Thread: New Overlay?

    by stuckboy
    Replies
    6
    Views
    1,149

    Re: New Overlay?

    AWESOME. This what MMF2 has needed ever since it came out. That and a decent sound extension.

    The overlay for MMF was a straight up port and didn't really take advantage of MMF2's new features....
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