The difference between "0" and "1" is whether to use anti-aliasing.
Anti-aliasing is an image filter applied to textures any time you rotate or scale them in order to smooth the jagged edges that...
Type: Posts; User: Pixelthief; Keyword(s):
The difference between "0" and "1" is whether to use anti-aliasing.
Anti-aliasing is an image filter applied to textures any time you rotate or scale them in order to smooth the jagged edges that...
I'd very much appreciate if foreach loops could be extended to a nice large number if its not a big hassle in a future patch, I've got ~300 in my project so far, not sure how many are duplicates but...
Its my understanding that one of the more recent updates made fastloops far more efficient and now directly jump to any fast loop with an uninterpreted string as their index, but still evaluate those...
dividing by 1000.0 casts it into a float even if the math would result in a whole integer.
for example, 1000/1000.0 = 1.000, instead of 1
if you want to change a number into a float without much...
Ah thanks both of you, that's good clarification, I have a lot of 'is overlapping' code with qualifiers I would have had to dig through otherwise.
This update looks great, tons of functionality I was always interested in. I can confirm it as running with no apparent problems during initial testing of my big ol program. But before I get too...
The surface object has functions that let you iterate through each pixel in your image and change it, using the action "callback: loop though area" or "loop through image" to initiate a loop, then...
I removed my old tilemaps and replaced them with that download link a few times last week and it would crash each time, but sometime thereafter, perhaps due to updating to 292.4-292.5, I can run with...
I was using this shader for my project and realized maybe some people might want a copy for theirs
This shader gaussian blurs, desaturates and darkens the background using 3 parameters
Its pretty...
Thanks for the inclusion! I encourage anyone who uses the updated shaders to confirm they're the same for your applications in DX11 and DX9. If anyone notices any differences, please let me know. And...
thanks, that was fast!
was it exporting a scrcap.bmp file to the same folder as the application? That's where the output was
its possible theres a hardware difference here so I'll whip up a quick .mfa and we can see if we...
navigating the site;
https://www.clickteam.com/clickteam-fusion-2-5-plus
its available through shop.clickteam.com (the 'purchase full version' button) or via steam ('get it on steam')
that ones not so simple, it comes out to be 79 operations in HLSL when I compile it, but its limited to 64 operations, so it would take some optimization
I'm not 100% sure this will work the same,...
does your application have an exceptionally large amount of any particular thing like large number of objects, code, image sizes, lots of shaders, etc?
might be able to help narrow down the...
ah I'm getting the same issue from the version in that link, maybe it failed to upload?
sure thing, this should work;
26564
keep in mind that version will also work for any RGB coefficient or blend coefficient on the object using the shader, unlike the DX9 version, so it will look...
The 'direct3d: don't erase background if frame has an effect' option in frame properties doesn't work with DX11
in non-PM mode, applying alpha transparency to a frame does nothing
in PM mode,...
hey thanks for looking into it!
I can confirm that this will work and display tiles in DX11 once I got it working
However it crashes on startup and I managed to confirm an isolate a glitch in...
Alright I've uploaded the shaders I use in my project. I lost track of which ones were already updated with the DLC and which I converted, so I'm just including all the ones on my list (pretty sure...
ah you're right, yeah not fixed. I was being silly and running that frame using the wrong command (no sub-app).
I can confirm that the screen capture object no longer crashes the applications, but its bugged on the size of the frame area behind captured
You can see this on the same bug report .mfa I sent you,...
okay thanks that explains it. The sampler states for the textures loaded via MMF use point filtering which makes sense for output, Looki's background offset just relied upon it for a smooth...
oh! I think I might have found a 'solution'. I changed the tex0 sampler state from being set to register s0 to s1, and that used bilinear filtering.
I'm trying to understand, are there default...
I'm having difficulty in porting shaders that sample interpolated sub-pixels from their textures. I'm trying to port over Looki's background offset shader, and have gotten the structure and syntax...
Here's those 3 bugs isolated for you Yves, hope it helps at least for the non-extensions.
26490
I don't know what would be necessary to fix the Tile Map or any other display extensions that aren't...
I'm starting some work on bug reports now and I can tell you I'm unsure of what is causing each glitch and will try to make something isolating them and send you a .mfa
for example my screen capture...
I'll keep testing but I haven't run into any bugs in DLC compatibility with my project in terms of the DLC updates so far. Optimize events, image size, play sample, profiler, etc all worked so far...
Oh my! The alpha compositing of DX9 has finally been solved with the upgrade to DX11? That's the one unresolved bug in my project I was not daring to hope.
I'm very excited for this Yves and very...
I tested a normal suit on my large and complicated project and didn't see any obvious errors or inconsistencies. Building, runtime and exporting an exe all worked, level editor worked. A sprite dump...
There's a flag object extension specifically for this purpose. Yeah, esoteric extensions and all, but if you're not doing a lua heavy project you wouldn't want to use it just for that. Its the...
just confirming I've run my complicated project on it and no compatibility issues detected, great work as always yves
Can confirm stable on my windows runtime project
You can always find the changelogs in the stickies at the top of this subforum
http://www.clickteam.com/webftp/files/mmf2/ChangeLogs/288.3.txt
Hrmm yeah maybe that doesn't do what I thought it does
I can confirm that replacing the 'upon pressing' with a 'while pressed' changes the behavior, so I can only assume its something to do with the...
MMF2 will not repeat the action if that condition was reached in the previous event cycle. Whenever MMF2 reaches an event, it reads the conditions from top to bottom, and if any return 'false', it...
I can confirm my 16k LoC stress test example worked fine with the new updates to the event editor. You can go above 32768 LoC and it still apparently ran (functional code on top and bottom still...
The easiest way is that instead of facing directly towards the player, make them face at a small constant angle away from the player. If you're using direction movement, you could make them face the...
Does the difference between the bottom of the active and the hot spot change throughout animations, or is it static?
If its static, you need only replace the "X" in any formula with "X-N", where N...
If its just 3 objects, it can be as simple as creating 3 lines of code, flagging the objects when its picked. For example:
+Flag 10 of Door is Off
+Pick a Door at random
=Set Value of Door to 3...
Organizing your code into groups is important. It lets you deactivate unnecessary code when not in use to alleviate processing, and makes it easier to scroll through code. You should think of it like...
to combined two strings, its just
"VALUENAME" + str$(loopindex("indexname"))
You need to make sure there are parentheses "" around the string in the expression editor. VALUENAME wont work, but...
You need to iterate through the different parts of the wheel and attach a counter to each one each frame.
The easiest way to do this is to use the "For each of two objects" action. This will do a...
The more objects and complexity to have to your scene, the more you'd need a robust system. I've actually created exactly that in MMF2, but its not an easy task. If your game is like canabalt and has...
You have to be careful with changes like that because they can break backwards compatibility with projects that were coded around it. You can add a checkbox to the properties to revert to the old...
yes, using the "destroy" command for an active object won't run garbage collection and won't remove that object from the list of object instances, it will simply flag it to be destroyed the next time...
good point, I'll make one
I still get the issue with alpha blending on a frame coefficient in HWA that was introduced in 287.5
It means anyone who had motion blur effects based on blending with previous full frames won't...
You actually can find events changing an alterable value by name, it will find it whether its the value changed, or in the expression editor, or in a condition. It will find group names being...
The closest thing you can do is by right clicking on the active object icon on the top of the event editor and using the "replace by another object" event.
That will replace all code for that object...
Ah thanks Yves, that explains my problem. I was using a full frame motion blur shader effect among other things, which was preserving the previous frame's display and blending it with the new frame...
I'm getting some weirdness with the frame or layer shader effects in 287.5 that didn't exist in 287.4 or any prior versions. I'll investigate and try to pin down whats going on, looks like something...
Can confirm it fixed the issue with pasting backdrops in windows runtime to all my tests
Thanks again!
When in the event editor, right click on a condition in your event and select "Insert" from the drop down menu, or copy/paste a condition from elsewhere in your code.
21314
Conditions are read...
Theres certainly lots of ways object scoping can fail. But none of the conditions you listed should be problematic. Because of the first condition, it should indeed only affect friends your player is...
There are some nice string parsing extensions for MMF2 if you want a rich string editor at runtime, but if all you're doing is replacing one word with a substring, its something you could do with...
Your problem is that you're reaching the maximum number of objects in your frame. Try setting your debug counter to "Total Objects" in an always event, and you'll notice it caps out at 1000 objects...
I should point out, if all you care about is a mathematical scoping of enemies you could just put random(100) into one of their spare alterable values, then on the next line compare to that value,...
One method for such a check is checking the opposite clause
>If any blocks aren't yellow, then don't trigger end yet
an example would be:
>Always: Set flag 0 of "some object" on
>If...
Looks good! My big ol complicated engine appears to run fine on it, no problems detected so far, and I'll set to replacing my old frame handler that simulated black bars in full screen by literally...
I may be able to help
The Animation Information object created by Jaffob should be able to provide you just that expression;
http://community.clickteam.com/threads/63887-Animation-Info-Object
I...
Are you using an updated version? Until a few patches ago, the maximum number of events was 8192, and events after #8192 would start overwriting the events #1,2,3,4 etc, looping back around...
well depends on what you want. If you have 300 different types of active objects and don't want to hardcode 30+ parameters for all of them for over 9000 global values/strings, you could make a...
create a new object, save the variables somewhere, then destroy the object, all in the same reference scope?
it would have the problem that any code down the event editor for that 1 frame would...
int() exists in mmf2, its like floor() and ceil() and just chops off the decimal points.
Yes, afaik, for windows programs, theres no control I've heard about to let people resize windows but cap the maximum size of the window. You can disable resizing, or you can resize the frame and...
What you see are called "Behaviors". They are a way you can organize your code, useful if you want to copy/paste objects into different frames with code attached to them.
If you right click on an...
There was an issue where only 8096 events could exist within one frame, and further events would wrap around and overwrite the first ones. Thats been fixed, large projects shouldn't need to worry...
When I say "Dynamically named loops", I mean any loop index that requires computation for the runtime to figure out the string
static indexes would be something like:
"LoopName"
"FooLoop"...
Yeah the basic idea of how it works now is that previously, when reading loop conditions, MMF2 would look at every line of code that had an "On loop" event, put it through the read loop overhead, do...
:O :O :O
Please do!
Then send me an address to mail the cake to! Mind it might spoil a little bit on the plane ride
You're the best
Looks great, good to see all the work put into the different exporters and still get some touchups to the event editor
I still hold out some hope francois can find an easy way to fix that 8192 event...
Using the built in ForEach loops, afaik, the only order of iteration is the default order of object creation, and you'd have to do something like your fast loop example. I'm not sure if theres a way...
I probably should have mentioned- as of the big fusion #2 update, one of the big changes in how loop structures work is that if all loops in your frame use static names, no calculations in the loop...
Well theres some logic to it, particularly where fast loops are concerned. If MMF2 wants to check a condition like "On loop "Fartypants"", then it has to run a string comparison of the active loop...
MMF2 has only positive scaling. A scale of -1 is the same as 0; the object has 0 width, 0 height.
Each method of image flipping has its own drawbacks and advantages. The memory needed for...
The most efficient method in most cases is to simply do exactly what you were trying to avoid- copy the flipped animations for all sprites in an opposite animation. In my own project, for having...
To be more elaborate- the MMF runtime consists of the engine that runs all of MMF2's code. It reads events and executes them and handles graphics and so on. In an .mfa file none of that is included...
MMF2 has a form of type casting where all numbers are implied to be integers until floats have been introduced into equations, and then all math done with floats has an output of a float
Ie doing...
You made a critical mistake in setting up the object scoping on the loop event. You can't use a "compare 2 general values" to check for the ID of the block compared to the loop index. When you...
Well theres a few methods.
Logically, any random picking through the list says that the overall chance to get a trophy you don't have increases the more coins you use. On each individual roll it...
Using mathematics in the expression editor can indeed be more efficient than redundant object scoping and comparisons
Just make sure to write yourself a comment that says exactly what that line of...
Thanks for taking all the time by the way Francois! I should add that the issue I keep bugging you over is absolutely not a priority, I just want to know if it could be fixed sometime within the next...
Well at any rate, it always crashed for me on *opening* the express editor, only when it was something to do with strings, but never crashed for me while editting it (though that may be the same...
Well I'm not done yet anyway :^)
Crashing the edittime when editing an alterable string comparison after copy/pasting events too... quickly? I haven't been able to isolate it
(has anyone...
Darn only 10!
Well I am happy to support you guys anyway, I'd be much happier to work out those deep glitches affecting my projects than get any freebies, I'd *rather* support ye
RootKernel, have you tried variations on moving around the TileMap extensions from your HWA folder vs main extension folder vs unicode folder?
I had a similar issue with the 2.5 beta, and found that...
There actually is, it was just for the beta. I'd say it might be worth migrating it over publicly now
How many fonts do you need to change to/how often/with what hassle? The text blitter can load new fonts at runtime by loading a new image
Using a string object with a pixel shader is difficult if...
A string object cannot be directly rotated, but there are other methods of displaying text you can rotate, for example a text blitter or surface object thats been pasted to
If you are using a HWA...
When xlua encounters an error, it throws an error call and usually ceases to work from that point on, you expect everything else to fall apart unless you reset that instance. Some things might work,...
Your code is repeatedly setting the effect of the object, instead of setting it once
You should have an "restrict action: only occur once if action loops" condition on there. When an effect is set,...
Try taking the actual mmfi.dll and putting it in the same folder as your project, or a subfolder.
You should find mmfi.dll at your /multimedia fusion 2/dev/lib/mmfi.dll folder, along with any other...
MMF2's support for dragging and dropping files onto an application can be found under "Special" conditions/actions, the gear icons.
For conditions, you want the "Have have been dropped?" condition....
As someone who has ~400 groups in his project, many of them just as fast loop wrappers, it makes me shudder to think of how much time I could spend unraveling my code
But its not like I'd make it...
Fastloops don't implicitly slow down or speed up anything, they're just a method of formating your code. For MMF2.0, fast loops should be used with care with reference to their overhead- each...
As a rule, remember that all code executes from top to bottom in the event editor. Events you have below other events will occur after those events. So if one object is repositioned, and you want to...
I don't see why it would be hard to make a QR code generator in MMF2, it seems like it would be as trivial as it would be in any other language, perhaps easier because of the ease of displaying the...
MagicDeque has no way to directly display its contents. It has no display functions, it is simply a data storage extension, and you have to use other objects to display its contents.
What you can do...
This is known as 'multithreading'. In short, MMF2 doesn't do it. But you could do it by having the 'long' loop run by an external program that is loaded by the main program, then returned to it....
Its in the bug tester forum and assigned, we'll see if its fixable, I'll make a note that it should be applied to 2.0 and not just 2.5
From what I can tell:
Events above #8912 will overwrite event #1+
For example, if you have 8912 events, all will work. If you have 8913 events, event #8193 will become event #1, and your *real*...
Heres an .mfa that reproduces this error, I'll post it to the bug tracker pretty soon, but I'd like to get a better grasp of exactly where the wrap-around occurs in the events that get out of order:...
/edit
on a closer inspection, it does appear that there are serious glitches when you exceed ~12800 events in a frame- this number was *supposed* to be 20000, but the maximum number of events is...
From what I've heard from CT, it will still use extensions from HWA, Unicode and the main folder, in the order of Unicode > HWA > Main
I've had a few issues with it, not sure if its been finalized...
To add onto that- from what I can tell, all the GetString() function returns is the first letter of the string, as it mistakes the second byte for a null terminator. So even if I could compile a...
Heya, been over a year since xLua's been brought up, but now that MMF2.5 is running on a Unicode base, I noticed some difficulties with strings in xLua. It appears that if a Unicode string is passed...
Thanks for all the hard work Francois! If I had any means to help isolate and figure out bugs to expedite the debugging process I'd gladly helpin whatever capacity I could, but I wrote my own physics...
The forums now support both english and french language selections, and by default to you only english marked threads are visible. If you go to the profile on the top middle of the screen, "forum...
Appears that the loops simply have no stack exit whatsoever, unlike fastloops. The foreach loop will simply be invoked *after* the current line of events is done processing, instead of interrupting...
some more observations:
If you have more instances of object "A" in a loop than object "B" and run a loop from "A" with "B" secondary, then the first few loops will reference one object of each...
Does anyone know the proper method to get the new foreach loops to work while nested, so that you could for example compare all objects "A" to all objects "B" in one-to-one comparisons each? IE,...
If I open up all the event groups in my project to expose its 10000+ lines of code, you can't scroll through them with the scrollbar in 2.5
Works in 2.0
When you have the scrollbar selected, it...
Ahhhh shades of my old cryptography classes from way back when are coming to mind. I'm thinking of a *generator function*, aren't I?
Well, writing that all out was therapeutic, anyone know much...
I'm curious if anyone has any background that could help me out.
I'm looking to construct a function, either some kind of simple polynomial, or throw it into an extension, that would cover a very...
Great to hear, thanks for giving it another look. I do hope its not too tricky
Refering to this thread from years ago;
http://community.clickteam.com/threads/63068-One-for-Yves-Alpha-with-effect-applied-to-layer
I was reading up on MMF 2.5 and realized I'm a little late...
Will MMF2.5 still run in DX9 HWA?
And if so, is it possible we will ever see a fix to the alpha blending problem, where it blends improperly when pixel shaders are applied?
I can always take some time out of a busy schedule and run through some debugging, I'd be glad to take a look if you need more.
Its not a bug. "Compare two general values" in the special conditions does not scope objects when you use it, unlike the "compare to object's alterable value" condition
Right now in your example,...
ah also found a quick bug; while layertilesetx() and layertilesety() both return -1 for empty tiles and out of bounds tiles like they are supposed to, layertile(), the compound value, returns -1 for...
Yeah don't go out of your way to add it, I have a coded animation system for my own project that works just fine, just thinking it might be handy for other people if you plan to expand it. I mean,...
Is there any way individual tiles could have an offset to their animations, whether its a static parameter property of that sublayer or whatever.
One thing I've had on my own animation via callbacks...
heh, beaten to the punch by seconds!
Silly caps sensitive linux indeed. Now I'm worried about any TAR.GZ files I have lying around
Fortunately, I prepared for exactly that change, and my project...
EDIT:
Worked like a charm looki! Thanks for the very quick update, fixed the layer loading problem for sure, I'll be able to go through and convert all my old code that compared blank tiles by...
Humm I really can't figure out the changes since the I/O got different, my code isn't forwards compatible, and won't load the maps at all from what I can tell. I have it set to absolute on the...
Now now Del Duio, I noticed that the latest Zelda game, Skyward Sword, had jiggle physics too!
http://i.imgur.com/QoJK0ZQ.jpg
The blur shader you are looking at works by simply splitting the image into 4 copies which overlap each other semitransparently, and the coefficient just decides the spacing between them
Hence with...
Not really. You can simulate specific collision maps with dummy detectors, or conpare distances, but theres no direct way to interact with the collision mask
Its not an xlua problem really, its how MMF2 works in general. Collision maps for objects are compiled only at the start of each frame loop and do not update as events are resolved. When you compare...
Afaik, MMF2 (while uncompressed) stores the graphics for each object per frame, so long as they aren't global. So if you have a ton of character and effect sprites, that are copy/pasted in each...
Yeah I've been meaning to restart that
Suffice to say Asunder's enginework is basically 99.9% finished, and all the enemies are fully drawn/implemented, and about half the minor 'objects' for the...
Asunder, project I've been working on as a full time job for a couple years now
http://i.imgur.com/qzhzc5I.png
Runs slick and quick, 120 FPS when uncapped and thats mostly graphical.
Hey Ive noticed that the "return x or y source of tile on layer at (x/y)" expression returns 255 for an empty tile, and the compound returns 255255. Given that it returns -1 for all three functions...
Oh yeah anyway I didn't realize you had that callback function on there before, I was using a way out of date version. That easily lets me make animated tilesets in the exact same manner as the text...
Hrmm, might make it difficult to have tiles with different offsets, # of animations and animation speeds.
What do you think the best way to approach doing animated tilesets in the tile map object would be? I've got my text blitters working by just storing tiles on a Y offset and cycling between them by...
Even without transplanting code into a new frame, its possible to jiggle the toilet handle on MMF2 until it releases those objects from memory. I've had success eliminating these "phantom objects" by...
I'm really looking forward to reworking my project to use this Looki! I'm just a little concerned, since its an absolutely huge undertaking to recode, do you have the data structures and interface...
Isn't there an extension made specifically for this sort of thing, the Raycast Extension?
http://www.youtube.com/watch?v=72lhe2y4nyE
I made a raycasting engine of my own in MMF2 previously for a...
Looks excellent Looki! I'll have to put it up to some stress testing
Its a pretty standard kit of functions most languages have in their "Math" library, and the same definitions apply.
"Ln" is the Natural Logarithm function,...
If its different in each events, its likely that only some of the events have the offending code.
If you *do* find a way to actually see if this glitch occurs or not in testing, try isolating it by...
For less arduous math, try using a fixed width font, a monospaced typeface like Courier New
When all the letters are the same length, its a lot easier to figure out without fancy extensions
Whip physics can be most easily modelled by verlet integration;
http://en.wikipedia.org/wiki/Verlet_integration
http://lonesock.net/article/verlet.html
Which will make the whip animate fluidly-...
Make sure you sanitize your random(n) calls too, I can't see how you set value C there, but if you take random() of a negative number, bad things ensue!
If you have a line of code that sets the...
Well theres certainly nothing in that event that sets the animation number or direction or frame to a value, but yeah that code would set *all* particles to animation health, b = 3+r(5), etc, if the...
I've noticed that MMF2's set animation number, frame or direction logic can easily go out of array bounds and take images from subsequent memory, particularly in directly setting it from xLua where...
MMF2 sometimes has a rare glitch where it just won't erase certain objects from memory on deletion, though I've never heard of it crashing.
In general you can play around with re-adding the objects,...
Hrmm using 2.0b could be a bad idea depending on what you want to use it for, HWA already restricts your compiled project to only work as a windows executable, PS2.0b means it will only work for sure...
MMF2 reads through the event list from top to bottom each frame, calculating each event in turn.
When you execute a fast loop, it interrupts reading from the top to bottom and jumps back to the top...
Its not so much a matter of just how many loops or what you do, as much as how you structure your loops. Every time a fast loop is read, MMF2 reads every single visible (in open groups) event with a...
Found this one, assigning the same pixel shader to an object or class of objects over and over again each frame will slow down the file, presumably due to whatever overhead is used in loading the...
So its been nearly a year, any word of god on if this will ever be adjusted? It would be great to see alpha compositing work properly
I was surprised by it, as far as I can tell, it has no slowdown at all in the graphics department, but 20000+ callbacks can be atrocious since theyre in the MMF event editor
But a dedicated tilemap...
Its a tradeoff, it cuts down on some of the processing on collision detection which is fairly expensive already, but doesn't let in-the-middle-of-eval-loop collision detection work as you'd think....
Thats how it works, its not something you can work around or a bug really, its how it was designed, a limitation.
When an object is compared to as the first object in a condition, its collision mask...
Sadly MMF2 simply does not have any way I've heard of to do multipass pixel shaders or vertex shaders in the current framework. You can combine effects as best you can into a single pixel shader, or...
Ah well good luck! I've found that the text blitter is hwa optimized in its display (I think), but its the massive callback overhead used in the event editor that slows it down
This extension looks...
Hey looki, do you know how the performance of this holds up in HWA compared to a text blitter being used as a tilemap?
In Asunder I've found that the main bottleneck in FPS delay is in my text...
Very simple problem really, on line #16 of frame 3, where you load the stored values and then set them to 0, you set them to 0 first and then loaded them, so it always loaded 0.
Just double click on...
9033
An example of how to scroll from level to level yet preserve some player variables like jumping height, as if you were using the same in-level scrolling as a game like Knytt
Well the question is really, how many objects do you want to create each time you use the Create Object() action. Is it supposed to be 1 created, and hence 1 per loop? Or should it be 1 created for...
Using the "create object relative to another" action will create 1 instance of that object relative to each object that is currently scoped, then scope to the created objects.
When you run the...
In MMF2, the directions are given as 0 to 32, counterclockwise from east. Angles are given as 0 to 360, again counterclockwise from east.
So you can convert "directions" to "angles" by simply...
The trickiness I see is that even if you could have a function to pull the texture from memory when its assembled, it wouldn't work through the editor interface anyway, since the texture is only...
Humm I was just thinking, in HWA you can pull the background surface while the frame is redrawing before shaders are composited on the frame by any object using the background register. Is it...
Well always try to save collision detection cycles by descoping any objects that you don't *need* to look at.
For example, give all the bad guys in your game a flag which is set ON if they are...
When you do a "Object 1 collides with Object 2" event, a lot of tricky stuff goes on behind the scenes.
Each scoped Object 1 will be iterated through, comparing its current collision position...
Hey Looki, is there any way the "Blit Background" function could work in HWA? I couldn't seem to get it to go at all unless I put the renderer off DX9. I'm guessing its trying to copy the buffer from...
Yeah there is no special logic attached to any of the qualifiers, they are simply names that have been chosen out of a hat to be more useful to developers, since due to a restriction qualifiers could...
hmm marv, are you 100% sure on that 20,000 events/frame limit? Just looking for confirmation, its what I've heard before
This is actually somewhat of a concern to me, since I have 9500 events in my...
Now that I think about it, there might have been a limit on how many backdrops you can add in a single frame of drawing, too.
The number of created backdrops is limited at the same as the number of active objects, something you can adjust in frame properties. By default this is 500, isn't it? However created backdrops do...
Ah thanks! That jitter I would never have noticed, but looping would probably have had some major impact for when musics looped, which is something I hadn't tested for. Probably fixes bugs I didn't...
Do you have any details on how the sound channel getters/setters were inaccurate in 255? I didn't see any differences in updating my project from 255 to 256, but theres a possibility I might have...
I would kinda be interested in this, but I doubt using default windows playback and such its possible. Right now I've got Asunder working by creating a mirrored copy of each sample/music and...
When using fastloops, put each fast loop into its own event group. On the line that runs that fast loop, sandwich the call between opening and closing that group, for example:
*Always
= Open...
I do what I do in MMF2 with Asunder and it runs efficiently, there simply aren't any unreasonable limitations on what you can do with a 2d application in MMF2.
Maybe if I run into a upper cap on...
If your game itself is in 2D, I think it would be incredibly jarring to have 3d character models in most cases. If you're using sprite-based graphics, its actually fairly easy to create character...
How convincing is this 3d mesh supposed to be? If all the points and textures are around a central vertex and not look like its dx11, there are ways you could code it yourself using just active...
Can you even do this in Direct3D? It would be a nice way for mirroring graphics, but I doubt that the transformations used by Scale & Angle would let you do it.
Derp, no file attached. But I take your word on it, so I constructed one of my own. I hadn't thought about judging the time based on increasing the # of objects
If you watch it, for whatever...
In order to have a proper reflection you need to know the normal angle of the surface that is being struck- very easy in a vertex-point 3d engine, but in a sprite-based 2d engine, there is no such...
Its not exactly hard to find the latest created object, but its hard to find it in linear time. If you spread a value and compare to it, you'll be iterating through the entire list of objects in...
Its due to how decimals are represented on computers; in MMF2 and most other cases, done with IEEE Floats, which is a method of representing approximations of numbers. A good general rule is that...
Just a bit of brainstorming
I have a very critical line of code in my program that uses the CBN object to great effect, but it *must* assign properties to the newly created object.
Is there any way...
Ah thanks! Apparently that was the *Menu Toolbar*, but when I had tried to load it through MMF2 it didn't do anything and wouldn't reset it, but ctrl-shift reset to factory defaults properly!
So I found a tricky one here. I attempted to do a print / print preview on the event list editor for my project, but MMF2 crashed quite badly once it exceeded page ~820 or so
I'm guessing an array...
Its how I do the elasticity in my engine- when a physical collides with a surface, invert its vertical (relative) vector, multiplying it by that coefficient.
If the vector is -0.8x the vector of the...
More of Wizard, of the Tim variant :)
http://i.imgur.com/70Oj9.jpg
Applying an angle gives you two choices for quality, "0" or "1". "1" is antialiased, "0" is not
MMF2's graphics editor for sure, but I have a myriad of programs (all written in MMF2 :3) that I use for rendering and effects and stuff, plus photoshop
Draw the sprites in MMF2, animate them in...
Thats one way. In Asunder, I actually have the character himself move around the objects and platforms, and rotate the entire frame so that he'll always appear on top in the same spot
I editted it quickly, you have to use the Layer object to apply effect parameters to layers in the event editor, but otherwise you did it right
I think your problem was just in the level editor...
1) I have 7902 events in a single frame of the project I'm working on right now so far, and it runs smooth and silky at 60 FPS. 1000+ events won't make an application unstable, at least in the PC...
For PC/HWA runtime only, this should help:
http://community.clickteam.com/showthread.php?t=58282
But the problem being that a 512x512 texture eats up all the resources when a vertex shader...
In HWA, backdrops are handled much more differently than in MMF2. If you test to see if the tree1 objects themselves are being created, you'll probably find that they are, but simply not pasting...
Well if its possible to scrounge up those 5 minutes / couple of long years necessary some time on a coffee break or whatnot, I'd be very thankful :) No rush though and not critical by any means, but...