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  1. Thanks guys, I appreciate the help. I will pass...

    Thanks guys, I appreciate the help. I will pass this on to my friend and post again if we discover where the problem is. :)
  2. I used the GamePad object and it worked great for...

    I used the GamePad object and it worked great for me, really easy to work with
  3. performance problems on different Windows systems

    Hi guys,

    I have just released a game I spent about 2 years developing (on a fairly old system), and I just had a tester report that there is a serious performance problem on his system (much newer...
  4. Cool, I will give that a try! I think that should...

    Cool, I will give that a try! I think that should work just fine for my purposes. Much appreciated macca02. :)
  5. Ok, so maybe Binary Data isn't the best solution...

    Ok, so maybe Binary Data isn't the best solution for what I am trying to do... The way I originally had this set up was an INI object that would create and update the file "SaveGame01.ini" in the...
  6. Saving and recovering INI info as binary data (Windows)

    Hi everyone,

    I have been working through the guide document on using Binary data, and reading a lot of the forum posts, and I think I have it halfway working... I am trying to use an INI file that...
  7. Disastr_Blastr approved for release on XBLIG

    It has been right around 2 years since I embarked on the long and difficult journey of creating an original Xbox 360 game with Clickteam Fusion, and I wanted to drop in and let you guys know I have...
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    Threaded Loading for XBOX 360

    Hi guys, I am working on getting a 2-year game project of mine through peer approval for release on XBOX 360, and I have run into a problem I don't know how to address. I know others have...
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    Looping .mp3 on Xbox 360

    Just one more question about .mp3s if I may: I have some really nice seamless looping songs that sound great on the PC, however on the Xbox360 there is a slight gap (maybe half a second) when the...
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    Just one more question about .mp3s if I may: I...

    Just one more question about .mp3s if I may: I have some really nice seamless looping songs that sound great on the PC, however on the Xbox360 there is a slight gap (maybe half a second) when the...
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    Thanks Francois! I was finally able to work this...

    Thanks Francois! I was finally able to work this out... It was a simple problem with how I set up the sound playback events, totally my fault! :)
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    Xbox 360 music playback

    Hi everyone,

    I have been adding some songs (.mp3) to my Xbox360 game, and noticed a significant drop in frame rate when the music is playing back... Does anyone have suggestions about optimizing...
  13. Thanks very much for the tip, I will look into...

    Thanks very much for the tip, I will look into that
  14. Sample volume drops when playing another sound

    Hello,

    I have a looping song (.mp3) that plays nicely at a constant volume until another sound effect (.wav) is played... When this happens the song volume drops slightly, then slowly increases...
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    That would be awesome Francois! I am sure this...

    That would be awesome Francois! I am sure this will be a great help to all of us working on XNA projects
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    Thanks Danny, that is encouraging. I am really...

    Thanks Danny, that is encouraging. I am really hoping I can get this to work, it would likely mean a big performance boost for my game
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    ForEach loops on Xbox 360

    Hi everyone,

    I would like to replace some of the Spread Value/Fastloop events in my Xbox 360 game with the new ForEach loop added to Fusion 2.5, but when I tried doing this the game crashed upon...
  18. It works! I have no idea why this hasn't worked...

    It works! I have no idea why this hasn't worked up until now, but it just mysteriously started working. Such a great feeling to finally see something happen after being stuck on this for several...
  19. how to get a value from INI on Xbox 360?

    Hi everyone,

    I have spent the last couple of days trying to get figure this out, and haven't had any luck yet--I hope someone out there has the answer!

    I am working on saving/loading game...
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    Thanks for responding Francois, I just posted...

    Thanks for responding Francois, I just posted it--Bug #344.

    I suspect there may be some workarounds for this issue, it seems that others have been able to use INI successfully with their XBOX...
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    I am working on a game saving/loading system...

    I am working on a game saving/loading system using INI files, and I think I am having this exact same problem.

    I created an INI file containing values that determine which game levels are locked...
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    Well my game is certainly no Halo4 or Skyrim, I...

    Well my game is certainly no Halo4 or Skyrim, I am only using a small collection of maybe 50 tiny sprites, most of them 64x64 or smaller... The player only gets to play one frame at a time, and all...
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    Hi Francois, I tried disabling "Group Images...

    Hi Francois,

    I tried disabling "Group Images in mosaic files" and that seems to work, no more problems with the game crashing. I also noticed that the game builds and deploys a lot faster with...
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    No, my game is single player only and does not...

    No, my game is single player only and does not use any .ini or external files at all. The whole thing of handling which player/s are signed in is still a bit of a mystery to me... I have all...
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    mosaic image files, out of memory

    This seems to have something to do with the mosaic image files, and the game running out of memory... Is it possible that the collision masks for levels are not getting unloaded from memory after...
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    Game has unexpectedly stopped working

    Hi everyone,

    I have just finished designing the first series of levels for my game, and have run into a very disturbing problem while testing it out on the XBOX 360. My game is non-linear, so the...
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    Just wanted to post a quick update on this: ...

    Just wanted to post a quick update on this: After switching from Debug to Release Build Mode in Visual Studio I have not seen this issue again
  28. Replies
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    intermittent audio lag on XBOX 360

    Hey everyone,

    I have been noticing a strange problem with the playback of sound effects of the Xbox 360; sometimes there is a slight delay between the event that triggers a sound and the audio...
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    That makes sense, and I think you may be right...

    That makes sense, and I think you may be right about large scrolling levels (with many objects bouncing off the background) being a performance bottleneck in XNA.

    For the record I have not...
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    Thanks again for the help Cole, I will be sure to...

    Thanks again for the help Cole, I will be sure to keep 'group images in mosaic files enabled'.

    Still not sure what is causing the extreme difference in performance of large scrolling level...
  31. Replies
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    Thanks for the tips DistantJ! I have had pretty...

    Thanks for the tips DistantJ! I have had pretty good success with adding large numbers of actives (100 or more) to my small sandbox levels, the problems are coming now that I am trying to increase...
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    Thanks for the response Francois, I understand...

    Thanks for the response Francois, I understand that the Xbox has some serious limitations and we designers just have to deal with that. :)

    I have actually really enjoyed trying out some...
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    I have been experiencing a lot of the same...

    I have been experiencing a lot of the same problems with extreme lag on the XBOX360. Just tried out a fairly large frame (10240x1024) with 10000 bouncing ball objects flying around it, this ran...
  34. Hey thanks BigHatLogan! I tried moving that...

    Hey thanks BigHatLogan! I tried moving that event to the line just before I started the "DetectGaze" loop, switched the condition to "Always", and it works like a charm. Believe it or not I have...
  35. Help with resetting alterable values

    Hi everyone! I could really use some help with a tricky issue I have run into, hope someone out there can shed a little light on this. Here is a brief explanation of what I am trying to do, and the...
  36. Replies
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    Sticky: It was great seeing all of you at ClickJam 2013! ...

    It was great seeing all of you at ClickJam 2013! Check out the ClickJam Tyler TX General Discussion thread for the final results of the competition, and (until the next jam) happy game creating :)
  37. Thanks to everyone who attended ClickJam 2013 -...

    Thanks to everyone who attended ClickJam 2013 - Tyler TX--this was a fantastic event and I hope everyone had as much fun as I did! And now... the final results of the competition:


    First...
  38. Replies
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    Sticky: Thanks to everyone for registering--see you at...

    Thanks to everyone for registering--see you at the jam!
  39. Replies
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    Sticky: @Tuna Sorry to hear about your car, that is...

    @Tuna
    Sorry to hear about your car, that is horrible.
  40. Replies
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    Sticky: Thanks for posting TheVongola10th! I look...

    Thanks for posting TheVongola10th! I look forward to seeing you at ClickJam. :)
  41. Thanks for posting Car3Dougherty! See you at the...

    Thanks for posting Car3Dougherty! See you at the jam.
  42. Replies
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    Sticky: Great to see you here Mirrownis and Questing9! ...

    Great to see you here Mirrownis and Questing9!

    If you are not able to make it for the beginning of ClickJam that is ok. Teams are allowed to add members at any point during the event, as long...
  43. ClickJam 2013 – Tyler TX is right around the...

    ClickJam 2013 – Tyler TX is right around the corner! Here are key details about the event, and a few suggestions on preparing for ClickJam.


    Event Schedule/Details
    -ClickJam 2013 – Tyler TX...
  44. Replies
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    Sticky: Thanks for registering trekdude and...

    Thanks for registering trekdude and IAmTheIronFist, see you at ClickJam!
  45. Replies
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    Sticky: Thanks to everyone who registered in the last few...

    Thanks to everyone who registered in the last few days! It is awesome to see such a great response and so much passion for creating original video games. Only 5 days to go!
  46. Replies
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    Sticky: Thanks for posting schihigh! See you at the jam....

    Thanks for posting schihigh! See you at the jam. :)
  47. Awesome! Thanks for posting Gary. :)

    Awesome! Thanks for posting Gary. :)
  48. Replies
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    Sticky: To everyone who registered this week, thanks and...

    To everyone who registered this week, thanks and welcome to Clickjam! Less than 2 weeks to go until ClickJam 2013, more details about the event coming soon... For now, here is a link to Moise...
  49. Replies
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    Sticky: Welcome back zbbelk, nice to see you again! ...

    Welcome back zbbelk, nice to see you again! Interest in ClickJam 2013 seems to be ramping up... I am expecting this year's jam to be even more fun than the last one. See you there! :)
  50. Replies
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    Sticky: Great to see you here hlpraskey! @Tuna: We...

    Great to see you here hlpraskey!

    @Tuna: We had about 12 participants at the last ClickJam, one or two had prior experience with Multimedia Fusion but I think most were just there to learn and...
  51. Replies
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    Sticky: Thanks for registering Tuna, I look forward to...

    Thanks for registering Tuna, I look forward to seeing you at ClickJam! :)
  52. Replies
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    Sticky: Welcome to ClickJam 2013 - Tyler TX! Last...

    Welcome to ClickJam 2013 - Tyler TX!

    Last year's Global ClickJam was an amazing game creation experience, and we at Tyler Junior College are very pleased and excited to host ClickJam 2013 -...
  53. Welcome to ClickJam 2013 - Tyler TX! ...

    Welcome to ClickJam 2013 - Tyler TX!

    ClickJam will be held Saturday March 9, 2013 at the Game and Simulation Development labs on Tyler Junior College campus (same location as the last jam). ...
  54. ClickJam 2012 Tyler saw the creation of 4 great...

    ClickJam 2012 Tyler saw the creation of 4 great game projects. Everyone put in an awesome effort, and the results were beyond anything I could have expected. Respect to all the project teams for...
  55. Thanks for the question Kimo156! ClickJam starts...

    Thanks for the question Kimo156! ClickJam starts at 10AM local time on Saturday August 18, 2012. The location is room T238 of the Pirtle Technology Building on TJC campus in Tyler. I posted...
  56. Replies
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    Sticky: Thanks to everyone who has posted in the last 24...

    Thanks to everyone who has posted in the last 24 hours--I am truly excited to see such a great response!

    Less than 12 hours to go until the start of ClickJam 2012 Tyler... I have a strong...
  57. Thanks for posting Tony!

    Thanks for posting Tony!
  58. Hi 4moretech, I am really happy to hear that you...

    Hi 4moretech, I am really happy to hear that you are considering attending ClickJam 2012 Tyler!

    I posted some directions earlier in this thread to help everyone navigate through TJC campus to...
  59. Replies
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    Sticky: Thanks for posting 7cubed and GoldFish! I look...

    Thanks for posting 7cubed and GoldFish! I look forward to meeting you at ClickJam.
  60. Replies
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    Sticky: Thanks to everyone who has posted so far! ...

    Thanks to everyone who has posted so far!

    Check out the ClickJam 2012 Tyler General Discussion thread for event details and directions to the location on TJC campus.
  61. Hello Ethan! Here are some details about...

    Hello Ethan!

    Here are some details about ClickJam 2012 Tyler:
    -ClickJam will begin at 10AM local time on Saturday August 18 and will continue for as long as anyone wants to keep going, up...
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    Sticky: Hi happygreenfrog! ClickJam 2012 in Tyler,...

    Hi happygreenfrog!

    ClickJam 2012 in Tyler, TX has been confirmed--hope to see you there.
  63. Replies
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    Sticky: Thanks for posting ProdigyX, I look forward to...

    Thanks for posting ProdigyX, I look forward to seeing you there!
  64. Hi everyone! My name is Joel Christiansen,...

    Hi everyone!

    My name is Joel Christiansen, and I will be supervising the ClickJam 2012 event in Tyler, TX. My background is in 2D/3D game art and design; I have been a video game...
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    Re: mode 7--sprite visibility glitch

    Ok I think I got it! I was not dividing the Width and Height by the original dimensions of the image in the GetMapVisible event... so Multimedia Fusion thought the sprite was much larger than its...
  66. View Post

    I am playing with Mode 7 Ex also, and (after a few months of experimentation) have had some small success with getting the Mode 7 surface to follow an active object... however with this setup...
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    mode 7--sprite visibility glitch

    I am running into a problem with seeing sprite-mapped objects floating in the sky when I rotate the Mode 7 origin away from them... I believe I am using the "GetMapVisible" action the right way, I...
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    Re: external ini files

    Ok, got the installer made and working nicely. Now back to designing the game! :)
  69. Replies
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    Re: external ini files

    Thanks for the input Dynasoft. I haven't given much thought to whether to include cheats (as I am still carving out the core design) but I agree with your comments + will take them into...
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    Re: external ini files

    Ok, thanks for the info! The .ini files contain all kinds of stuff that would theoretically allow a player to cheat the game if he/she were so inclined... I have been thinking about trying to...
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    external ini files

    Hi! I have an application that reads info from a bunch of ini files, and sometimes writes to/copies the ini files also. This works great for me, but when I make a stand alone exe my precious ini...
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    Re: app runs slow the first time

    Hmmm... If that is the only way to fix it then maybe I will just have to accept that the game has to be restarted once before it will run. Joypad recognizes (I think) 32 buttons and seems to play...
  73. Replies
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    Re: app runs slow the first time

    Ok I uploaded a stripped-down version of the app to the File Archive. I appreciate the help as always.
  74. Replies
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    app runs slow the first time

    Hello,

    I posted this on the tech support thread already... I have an app here that runs very slow the first time it is launched after starting up Windows. If I launch the app again it will run...
  75. Replies
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    Re: Grid movement for a board game?

    Have you looked into using Easy Grid? I am finding it to be helpful with grid movements I am working on. Also I am using MoveIt to get the sprites to move smoothly from space to space.
  76. Replies
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    app runs slow the first time

    Hi everyone,

    My application runs really slow the first time I launch it after starting MMF2. I think I saw the answer to this question on another thread but I can't seem to find it... does...
  77. Replies
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    Re: scaling active objects, with Mode 7 Ex

    Ok I was able to more or less fix the lag by creating a detector that follows the Mode7 origin, and only doing the sprite-mapping calculations when the sprite is not overlapping the detector. If...
  78. Replies
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    Re: scaling active objects, with Mode 7 Ex

    I have one follow up question, if I may... the sprites are scaling nicely now, but there is a pretty bad lag and intermittent crash of the runtime when the sprite is directly behind the camera. ...
  79. Replies
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    Re: scaling active objects, with Mode 7 Ex

    All right, after some messing around I was able to get it to work. Thanks a million Looki!
  80. Replies
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    Re: scaling active objects, with Mode 7 Ex

    Thanks Looki,

    Could you please elaborate a bit on your suggestion? Dividing the XScale and YScale of the sprite by its original dimensions returns "1.0", yes? Would this not make the game think...
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    Re: scaling active objects, with Mode 7 Ex

    Sorry, I don't really know what that means! Here are the events I am using for the sprite mapping, I hope this is what you were asking for.


    Start of Frame - >
    Torch : Set W to...
  82. Replies
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    Re: scaling active objects, with Mode 7 Ex

    I am using "1" for higher-quality scaling, but honestly I don't really see any noticeable difference between the two modes. The sprite is scaling in giant leaps, so if I start as far away as...
  83. Replies
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    scaling active objects, with Mode 7 Ex

    Hello,

    I am having an issue with getting active objects that are sprite-mapped to a Mode 7 surface to scale smoothly... I used "get on-screen width/height from X,Y,W,H" to get them to scale ok,...
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    Re: Fixed Value

    The Fixed Value is like a serial number. It is a number that is specific to one particular object in your application, even if it is a clone or instance of another object. No two objects in an...
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    Re: simple movement

    I have been playing around with the Vector Movement and it is totally awesome! It does everything I had in mind, and way more. What I originally imagined was something really basic, like the...
  86. Replies
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    simple movement

    Hello,

    I would like to make a really simple custom movement (similar to the racecar movement) where the active object can rotate 360 degrees and move forward or backward along its angle. I got...
  87. Re: life counters for instanced enemies

    Thanks to everyone for the help! Just a follow-up question or two:

    (1) How can I spread a value through the life counters? As far as I can tell, spread value is only available for the active...
  88. Re: life counters for instanced enemies

    Ok, that worked great! I had to clone a counter for each instanced enemy, but with the Spread Value hooking them up was a breeze. It would be great if I could use the Create object to automate the...
  89. Replies
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    Re: life counters for instanced enemies

    Sorry but my .mfa seems to be too big to upload... I posted a screen grab of my event list, hopefully that gives an idea of what is going on. Thanks for the help!
  90. Re: life counters for instanced enemies

    Here is a screenshot of my event list, it is short + real simple. My question is on Condition 3, where it says "Set counter to Life ("alien_fish01")". I have 3 duplicates of this enemy, each with a...
  91. Replies
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    Re: life counters for instanced enemies

    Thanks nivram,

    Could you elaborate please? Adding a qualifier to one of the enemies or counters will add it to all of them, since they are instanced duplicates, right? Each enemy has an...
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    life counters for instanced enemies

    I am looking for a way to set up life counters for multiple instanced enemies so that each enemy has a vertical bar showing its individual remaining life.

    I create an enemy and duplicate it. I...
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