EDIT: Hmm, is there really no edit button? Anyway, solved it! I completely missed the event "On map property".. XP
Type: Posts; User: EE; Keyword(s):
EDIT: Hmm, is there really no edit button? Anyway, solved it! I completely missed the event "On map property".. XP
Wow! This looks really cool! :D
In my editor I would like to display a list with all saved map properties and their corresponding values.
I feel like the "Iterate map property" event could help with this but I can't...
I'm not completely sure if I'm correct, but I seem to remember the timer working in the following way..
The "every [something]" event uses a modulus operation on the total play...
As always; Looki this is the greatest extension ever! :D
And on to the question!
Those of you with a bit more time spent with the nitty-gritty of Tilemap, are the properties fast to access?
It's always a joy when you haven't been active in the community for a while and pondering how to approach a certain topic - to go online and find that several people are already discussing it! ^^...
I would use the Ini++ object.
Say I have a string named "Novel" with 500 paragraphs.
In the event editor start a fastloop named "Novel" number of paragraphs of "Novel" times.
On loop "Novel" -...
I really liked this!
I've seen several implementations of delta time in mmf but not this clean and simple, really made my day. :)
Yup. That's how you do it.
Are you using the Platform Movement Object(PMO)? If so it's easy to fix in the setup. Otherwise if you're using a built-in movement or custom movement it requires a bit more work.
Good job and a smart soloution!
I was just wondering about the spriter object and potential performance issues.
Has someone used the object heavily? Like 50-100 in use at the same time(simple or complex builds)?
For values: Set alterable string to "Alterable string + newline$ + str$(altValN$(active object, loop index))"
For strings: Set alterable string to "Alterable string + newline$ + altStrN$(active...
I'm sorry, are you trying to read strings from a string object, active object or ini file?
Set alterable string to "alterable string + newline + paragraphnr(loopindex)", that will display every paragraph of the string object on a separate line.
Sorry for not replying, I've been on vacation for the summer.
I hope you managed to solve your problem, otherwise just tell me!
I looked at it and it's due to the event order, take Q and W for example, if you press both at the same time "Fire" will always be set to 2 since W comes after the Q event(remember, CF reads events...
Just wanted to drop by and say that this extension is extremely good! I know you've been working on it for six years already but I do hope you get to release a version 1.0 somewhere down the line....
Are you sure it's from the top-left corner and not the hotspot?
I seem to remember getting screwed over and over with a function that would set the level background to the mouse xy rgb relative to...
Hey that was a great way of achieving simulation!
I had an idea about using several duplicate active "points" positioned according to the movement formula at even, fixed intervals, giving you a...
Thanks for the tips! I'll try messing around a bit with it, if I make any progress I'll update about it. :)
There are? I've gone through these;
Binary bitmap object
Bitwise helper object
Topic kind of says it all. Is there simple way i.e few steps(preferably just one step) to perform a bit rotation?
I realize it's completely doable by saving the shifted out bit value in a bit shift...
I'm sure you could achieve it with the surface object, but I'm completely lost at it, sorry.
It all depends, how are you handling the bomb movement? Is the arc predictable, and how?
Edit: Ahh! I'm never using my phone to try and edit again! D;
Ok, since we've covered almost everything now my last question would concern bit rotation. Is there any good way to perform a rotation...
Ah I missed that you explained exactly that already, it's easy to get confused! XD
So thanks again danworth!
Furthering the topic, is there a good way to do bit-shifting in CTF2.5 or any extension that supports it effectively?
That was a really smart way of using the binary object. :D
I'm gonna go ahead and dive into this more. I'm still in the process of designing my level editor so to remake the code to work with the...
Yeah, I tend to make it up as I go along way too often. An example on file formats would be really cool since I'd love to make my own! :D
After reading up a tiny bit more I quickly realized my error... XD
I had the byte value range mixed up in dreams of nibbles and bit fields!
Anyway, my options are nice; either extend the tileset to...
Thanks a lot for the that! :D
I'm trying to minimize filesize for external levels while at the same time keeping data processing at it's lowest for good speed.
Currently I'm storing each cell...
Couldn't you perhaps include it as a binary file?
Looks really cool!
I was just wondering how you go about storing two values in one with individual retrieval functionality.
Case in point - I'm saving a value between 0-127 in an unsigned byte and would...
I haven't really delved into ways in CTF2.5, but in MMF2 you could use the animated picture object for this. Though I can't seem to find the APO anywhere for fusion 2.5. :/
You use the layer object.
1. Insert a new layer to be used as your scrolling background.
Tick "Wrap Vertically" in layer properties.
2. Insert Layer object in the app so you can control the...
Interesting! I would love to see a tutorial on that! I can see a lot of situations where it would be handy! For instance when applying the correct moving platform's delta to an object, that's a...
(Sorry for de-railing!)
When loading a map you could first add all enemies/npcs to a list or array as a pool, and if said mob is close to the currently active area shift it over to another...
@Danny - Thanks! Been primarily focused on C++ and OpenGL for the last 2 years, so I've been kind of MIA from the forums. ^^
And yes, fastloop groups are the aforementioned 'fastgroups'(primarily...
I've personally wanted to try this route for several reasons.
The complicated part imo would be collision handling outside the visible frame area.
Since npcs often remain active (chasing,...
Hello and long time no see!
Just popping by to ask if 'fast groups' instead of regular fast loops are still beneficial for speed?
I have a vague memory of someone(perhaps Yves?) indicating that...
The example I made used that principle but it wasn't the particular subject matter, he wants to know which would be fastest, 300 actives or one big. But if you can already perform 10 000 light...
This seizure inducing example I whipped up should do it I believe.
You could also pop in (negate)animation "walking" is playing on the repeat while key pressed event and (negate)animation "stopped" is playing on the other. That will ensure they only trigger once per...
I'm really sorry, but I can't be bothered to spend my very limited time on unnestling a crafting engine I find clunky and messy. Why don't you just make your own?
If I find the time, I could...
I don't know for sure but I immediatly think this would be something for the surface object.
I've always thought of it as a donut - a boolean, don't ask me why. ^^
Flag is the correct term for selecting an index since you flag it in memory I guess.
The number string corresponds to the crafting grid's cells. Each number represents an item template set in the first event (like coal = 0). The '-' should be delimeters and when two digits are tied...
Well you could use line intersection. I don't know how efficient that would be for area detection, but should be viable for collision detection though.
Omg that's awesome!!! Do you realize how much you have opened up the possibility for single developers to actually finish their projects now? Man, cudos to you, big cudos!
Just recently found this and I must say conceptgame, bravo!!! Super-psyched about the possibilities! :D
I tried dabbling about with and it's really cool! I'm wondering though, is it possible...
@Danny: Thanks! ^^
Thanks for all the info and tips Pixelthief! And Snail, that method is clever. :)
Agreed! And thanks CT for being the awesome company you are!
Any news on the Tilemap front? I understand if it's on ice atm - just checking. :)
Ahh! Will download then!
I can't remember if this was sorted for CTF2.5 or not, but in MMF2 fastloops would check every "on loop..." condition for every separate loop if they weren't inside deactivated groups - alas we...
Yes I do the main cell grid like that. What I foremost wanted was being able to alter the grid displaying separate screen cells and if possible also main cells. It works good now though since I...
I see what you mean, the problem (though I haven't a clue on how 3D is actually calculated) I believe is that your calculation is linear. It seems like the sprite is moving at an equal speed the...
Something like this?
Hadn't heard about Ogmo actually. Seems like a good tool, though I'll stick with developing my own! ^^
Didn't know the debugger behaved like that. :P
@casleziro: I had pondered doing that but hadn't tried it due to inefficency(need ~300 actives scaled to 1280px or 1120px with semi-transparency - on my oldish laptop ^^). Your example was very nice...
Thanks for the tip, I'll check out the Surface Object!
I'm making a level editor and would really like the visual grid to be dynamic i.e being able to change cell size during runtime.
The Dynamic Grid object would be ideal for this, but it isn't working...
When was this changed?
IAPs are supposed to work just fine using standard, though you need to do it without the IAP object.
I think it could be because you installed the ADT Bundle.
Im not sure, but according to all posts regarding setting up from clickteam it specifically says 'do not install adt-bundle'.
There is a...
UPDATE: It's alive!
I found someone who had it working on the OUYA forums, so I followed the driver setup instructions found in the developer docs over at OUYA and alas - works like a charm!
Jeff: From the OUYA site I've come across how to get windows to recognize OUYA as an ADB device(a process which works for some and does nothing for some, so it's a bit unreliable), though I'm...
Has anyone successfully used 'build and run' for testing their game on OUYA?
I would really like to be able to use the function, but I'm at a loss about what I need to do to get it working if it's...
Saw this now, glad I could help! :)
I recall getting the requested result by making it switch to another animation and then switch back.
Ex: User clicks object --> change animation to "dummy animation", change animation to "desired...
Well, could you give us a guesstimate on what type of finances you are portraying for it? :)
A port for android would be dreamy! :O
Well Danny can come yell at me if I'm wrong but - I sincerely believe you have to tick the "include external files" box in the application properties for data elements to work like that.
Derailing topic here--> Does anyone know how the ram usage would apply to the ouya? (In the same scenario of numbers)
(I like pretty pictures foremost, so I haven't really learned the tech stuff)
The article says it all, too bad the pictures are gone :/
Anyway, I don't know if it's a must(though I believe so) but are the 'boxes' evenly spaced and same size?
Hm? I tried to edit my post after reading Danny's posts, but it dissappeared? Anyway, just meant to say I didn't know this only applies to pc runtime ^^
I don't know, I believe you can only 'bake in' the file in the build as opposed to the mfa. If you want to try using an ini on a different computer with the mfa I believe you'd have to include the...
Danny: Ah, sorry, thought it was meant for pc runtime! :P
What I meant by 'extract' was calling the path via BinFileTempName("Whatever.ini"), or isn't that how you call a binary data element? If you...
Two points I think of:
1.) If you include an ini as binary data you need to extract it as binary data first, then call it. I don't know how though, never done it myself.
2.) The "set current...
Thanks guys, sounds awesome! :)
It sounds like your window size is too small.
In the frame editor you can see a thin black dotted line completing a rectangle(usually) with the top and left border, that rectangle indicates your...
Ok, so I can supply a folder structure with the application as usual(i.e a data folder containing levels, music, sfx etc.), retrieve files with "apppath$+"\DATA\whatever.dat"" and write in the usual...
I believe it's only possible to pick animations manually or via their index#.
Thanks for the reply Sparcks :)
Though I was more concerned about including external files with my game(without using the "include external files in application" option), so one could rephrase: Is...
I believe that(or an extremely similar example) was made with some surface object sorcery, quite advanced stuff if I remember correctly.
I found this:...
Ha, forgot there was a post right above with limitations ;P
So, the associative array is still off the table I guess?
Any other info on how external storage works on Ouya is greatly...
As the title implies, I'm interested in knowing what kind of methods for external storage that is possible on the Ouya?
I know that normal Inis and arrays work, but are there more? The one...
Ok, perhaps the developer of the extension could port it? I know I'd love to use it for Ouya! :)
I haven't looked at your file but I know the flocking(I believe it was?) object is made for exactly this kind of thing.
I believe you need to store the resulting x/y positions as floats(because mmf can't set the position to a float only an integer) and then set the x and y to those values.
So do what you did except...
Something along the line of this? --> https://www.ouya.tv/games/
Isn't there a mouse object that can do that?
Thanks for the quick and informative response Yves!
I for one(when I do get the finances to upgrade to Dev) will still use some sort of acknowledgment around startup simply because I want to support...
Hello, just a quick question;
Do you need to have MMF2 Dev as opposed to Standard to be able to use and benefit from IAPs on the Ouya?
I don't own the Android exporter yet(OUYA even less so(MMF2...
Woah.. are you actually using all 145 extensions in the game that gets the error i.e have you added them to the game via the "Insert new object" command?
My thought was that perhaps you are using...
I agree with ratty.
@darkmanX_429: What extensions are you using?
Yeah that's a tricky beach to do elegantly. In my engine I add a push to the acceleration(which rapidly diminishes) away from the wall stronger than the player's own max.acc. This makes it so that if...
Couldn't you just use the string parser object and save " ", ".", "!" etc. as delimiters?
I haven't tested it but, wouldn't you just have to save the 1:1 scrolling layer's coordinate multiplied by 0.6?
Cheers a bunch! I believe I understand the principle now, thanks! :D
@Konidias: This method sounds very interesting! You wouldn't mind shedding some light upon it's execution would you? :)
Great idea, and I would also include(I don't think it exists, I can't find it anyways) hotkeys for previous/next frame in the animation editor. Like in graphics gale, Q jumps to previous frame of the...
I believe that is due to the nature of comparing to multiple directions. When comparing with the direction wheel the condition picks one of the selected directions and compares it, in this case...
Also, you can always take (value)*-1 to change from positive to negative and vice versa.
To put things simple, there are quite a few bugs that will be present when you use the built-in platform movement, i.e when you choose "platform movement" in the movement properties. The easiest way...
Danny: Thanks for the info and tip!
I'll just derail this topic for a quick question;
Would using a lower fps-rate i.e 50fps make for display problems on a 60Hz monitor?
I personally have never experienced any, and I do believe my...
Thanks Popcorn! I knew you were supposed to use Len in some way! Thanks a bunch! :)
Well screw me if I just can manage to remember how this is done.
I have a string in an editbox, I want to copy this string to another editbox except for the last four letters, how do I do this?...
Hmm, cool! :)
I'd have it tilebased and move the background instead of the character.
Have one screen with tiles made of actives and one-two rows extra outside the playfield, analyzing a...
Thanks, I know that way, but my problem is that when you choose Save Associative Array you don't get to use the expression editor, you only get to name the file and choose encryption method. Do you...
I was just wondering if someone knows of a way to save an associative array in another directory than the one where the .mfa is located?
The "Garlic=1 destroy garlic" was a real pearl! For anyone dabbling in metroidvanias this can be an awesome asset in controlling pick-ups and secret entrances! :)
Why don't you use a shader?
No worries, this forum is after all meant for this ^,^
You probably have to tell it to start/stop/change animations manually, could you upload a mfa?
Otherwise use Player Y > frameheight --> set Player Y to (Player Y - Frame Height)
I have never ever had this problem with backdrops, and I've made huuugh levels. I've only ever heard of similar problems when there are conflicting events or properties. You could try and set all bgs...
I couldn't reproduce your bug, though I noticed that all "balls" are set to automatic on "inactivate if too far...", are they supposed to inactivate? Also, why are you using 12 layers? I don't know...
Wait what? Who told you to replace all bg's with actives?
That's utterly inefficient and plain dumb. Use backdrops, that's what they're there for.
It's better to find the problem instead of using...
Hmm, that's very strange. Could you upload an mfa so we can have a look?
Check in the runtime property of the frame if "Handle background collisions..." is checked, if not, check it. :)
Hmm, thanks for the info Mr.Thief, that's interesting.
I put together a simple example of the specific situation and problem if anyone wants to take a gander and maybe come up with any other good...
I usually do hitboxes for active objects acting as backdrops, but I just noticed that regular collision detection on those hitboxes doesn't work during fastloops, i.e when checking for a...
Would it be possible for someone with the know-how to make an extension that activates groups via their value?
I believe there is both a lens-object and a lens shader, the one you are missing is Lens.fx, that's the shader.
I thought they we're simply checked first, so moving them to the top clarified order of execution.
Sorry for the OT, but the thread name always make me think of this;
But with flags XD
Back on topic, pow(er) is a mathematical function, you can find...
Go to the object's(bullet) properties--> runtime options--> Make sure the "Inactivate if too far from..." is set to "No".
I took a quick glance at it, and your problem is object selection.
I don't know(actually I'm just being a douche and don't have the time to thoroughly check it out) exactly why it's behaving as it...
Ha ha! XD
Goes to show that I know my program(not)!
It's funny though as I went trough ALL other auto-objects in search of it!
I'm positive I've seen an extension or something to check for collisions(easily modifiable for no. of objects) on a line. Can't for the love of me remember what though.
As I said over at TDC, you are not checking the range for every instance, go here;
Download "Basic Tower Defence Example" by Assualt...
That's a magnificient article that should help you solve it. Your first question, rotating shield, is exactly the same...
I find this article on the daily click to be a solid introduction to a solid PMO-engine.
@Nifflas: First of all, what are you doing up at 04:10 am? ;) Shouldn't you be sleeping? ^^
Secondly, thanks a million for your example, it was awesome!
I've been busy tinkering with your...
@Fimbul: Nice example! Thanks a heap!
@Eliyahu: There is quite a big misunderstanding here. I haven't actually requested help on the capped speed engine from anyone. I've only stated that my...
Ok, forget about the cap.
Secondly, why I call it the classic way of doing asteroids movement is because when you ask in a klik-forum about it you get this;
"eg. Asteroids Movement
Thanks for all the help everyone.
I sincerely believe that this engine(as seen in the example) is not a correct way of making 'realistic' space physics.
So if I rephrase my question;
It's not a speed issue, it's a curve issue. Have you tried my example? If not, try doing this:
1. At an angle of 0 degrees, accelerate to maxvelocity.
2. Without accelerating, rotate to 90...
Here's an example of a basic engine using the classic code. Try it out and you'll see what I mean.
Thanks, but you misunderstood. The problem is that when accelerating towards the right when travelling upwards makes you go diagonally, but when accelerating diagonally down when travelling...
Long time no keyboard input!
Well, the title says it all... almost. :P
I've been busy trying to make a snassy top-down space shooter using the classic way of achieving asteroids movement.
Just use a value to make it repeat x number of times.
+Cursor overlaps zone1
->Set Val A to 5
+Cursor overlaps zone2
->Set Val A to -5
Awesome article! I got really set on experimenting with some shaders now!
Thanks a million!
You should be able to do it by multiplying the Xoffset with Cos("current angle the formation is supposed to look at") and multiplying the Yoffset with (Sin("current angle bla bla")*-1). The "-1" part...
Works perfectly for me.
--(negate)shipA animation appearing is playing
+ship overlaps shipA:
Have you tried exactly this?
You could try:
--(negate)shipA animation appearing is playing
+ship overlaps shipA:
I'm certainly looking forward to this!
What I meant with HWA was to get a nice laser effect for the example I mentioned using shaders. You don't need to use HWA to use the scale/rotate method. It all depends on how you're using it. If you...
Forgot to mention that I'm coming too. Any other swedish vikings coming?
An easy(but performance heavier) way to do it is using an active that's scaled and rotated to the angle between the points. Then you only need to do normal collision detection.
Works wonders for...
I would really suggest reading a few articles and studying examples posted here. You can learn so very much in a fast manner.
There is no special flag that needs to be used for firing. A flag is...
Ok, however, if you're only in need of 4 directions 50~ events instead of like seven is quite overkill.
Of course, you decide! ^^
You're the one making the game! ^^
I'm gonna update my example...
This is an example of how to make crawlers that follow floors, walls and ceilings like in Metroid. It was made for this topic:
I made an example using my suggested idea(funny story, I discovered that the old project I was talking about used a completely different method), now I'm very tired and very new to uploading...
Using built-in detectors this is actually very easy.
These three frames occupy one animation direction each(dir...
Ahh, now I see.
If I first click in the "frames tab" left/right keys work. My problem was that I was sure you could switch frames while the edit area had focus.
Sorry for the hi-jack, but I can't seem to find a shortcut for next frame/previous frame in the animation editor. I reeaaally believe such a mundane feature exists, but why can't I figure it out?
Thanks for the effort! :)
Perhaps I should start putting my edits in the beginning?
Hi y'all, what's cookin'!?
I'ma cookin' tanks & turrets!
My little problem is that I'm having some trouble detecting if a target is within "angular proximity" to the turret.
The turrets can...
Just check up cellular automata on wikipedia and use a value set to random(3), letting 0, 1, 2, 3 represent which direction to move in on the loop.
The problem with using bigger objects is that then you lose the actual effect I'm aiming for with the zooming out, otherwise it'd be the way to go.
I want the player to be able to get a good...
I'm looking for various ways of making a zoom-out effect for a top-down space game.
I know two already;
1.) Using the Zoom-shader in MMF2 HWA with a zoom factor of 2 to begin...
I believe CamWin and arfa are both talking about ladders in custom platform engines, and I presume you mean the ladder function for backdrops when using the built-in platform movement?
If that is...
I'm pretty sure that the "real" level isn't rotated, only an image of it. Perhaps PT wouldn't mind to clarify this issue.
Edit: A tad late with my reply there.
Pixelthief knows at least one way to do it, so it is doable with full fps. However, as I have understood it, it is not in any way an easy accomplishment. I believe it involves having some sort of...
Thanks for the help!
Just checked it out, and it's totally ok to add effects through the event editor. Hm.
T'would be best if I could just add my effects manually from the frame editor though.
I have noticed that if I open a multilayered project created in MMF2 Standard in MMF2 HWA I don't have access to layer effects. Why is this, and how(if) can I fix it? Still using R249 build of both....
No worries, I had planned on making an example of it since it's a common problem not being able to "see" the contents of an array.
Oh of course! Was a bit too tired last night(very early this morning).
Actually, I didn't find a way to paste text into the background, however, what I wanted it for was creating a graphical...
Oh ho! Then it's quite "infinite" more so than "quasi"! :D
Thanks a for that information!
Btw, how do you know these things?
I just noticed that the MMF2 help file states that you can set the virtual height/width to (-1) for quasi-infinte scrolling.
My question; How "quasi" as opposed to "infinite" does this mean? I.e...
Yeah I knew about the gfx objects being mostly incompatible, it's good to hear that most regular extensions should work anyway!
False alarm, solved it!
I was just wondering if there is any way to paste text into the background like you can paste the current frame of an active object into the background?
I was thinking that the text-blitter should...
Thanks a million!
That would be the action point you're looking for. In the animation editor you can display the action point by clicking the icon next to the one that is an eye (the hotspot), it looks like a little...
Hi, I was just wondering if there is any list or something on what extensions are HWA-compatible?
Otherwise such a list should be compiled somewhere in the forums, would be really helpful.
I don't think you can do it like that.
Imo, the best way to do it would be to have a second value called "tempVal" or something, then do;
-->Set tempVal to value of counter
Ha ha.. ah-ha.. ^__^
So simple! Why didn't I think of that?
Ha! Just realized that I didn't state what I was aiming for in the initial post! XD
I'm trying to make an object wrap around the screen if it leaves it on the top or bottom(the screen edge, not...
It's 03:19 am, so forgive me if the solution is obvious.
I have an object with two alterable values; Ypos and Yvel.
The event in question; If Yvel<> 0
-Set Ypos -> (Ypos+Yvel) mod 480
I uploaded a scrolling engine to TDC yesterday including that feature and a few else, take a look if you're interested.