Yes, but it's still a bit limited with those. If you jump from a moving platform, it won't be as easy using the platform's movement vector as a reference point for the player, which changes how jump...
Type: Posts; User: Nifflas; Keyword(s):
Yes, but it's still a bit limited with those. If you jump from a moving platform, it won't be as easy using the platform's movement vector as a reference point for the player, which changes how jump...
Reading the original topic (I need to get better at reading that carefully) which is a request for the motivation of using a custom movement, here are some things that are hard to do with the PMO and...
My main reason to not use it is that if I make my own movements, I can customize them better. Like, making a sloped roof that pushes the player down when you hit your head against it, or better wall...
It doesn't work because the line indexes changes every time you remove a line. If for example line 3 is blank, and it is removed, the next line you want to check will also be line number 3, not 4.
...
Here's an alternative that doesn't need a counter, but needs to re-create the entire list (in other words, you may want to stick to Popcorn's solution) :)
Start out like in Popcorn's example:
0...
Those fangames aren't covered by fair use because they are named after existing trademarks and uses assets from other games. Yet, the Castlevania fan games that does all this aren't taken down. In...
When I went to GamesCom in Berlin, Mari0 by Stab Yourself was on display, and the extremely popular Super Mario Crossover is soon reaching version 3.0. Okay, granted, sometimes it can happen that a...
Your idea is very likely to be inappropriate, even if you don't have any bad intentions. People can't read your mind, so they'll probably think that your parody implies that sexuality is an...
My shader of choice for an underwater effect would be Looki's offset shader. It distorts everything behind the object horizontally based on the red channel, and vertically based on the green channel....
It's in a custom level format using the Ini++ and Binary Array extensions together. I made an editor in MMF2. Making it scroll is definitely doable too, I did this in FiNCK. I would have divided the...
It's quite the opposite. Knytt Underground uses one frame and a custom level editor and format. It features 1800+ rooms (2000+ after the coming update, the world size will be 47616x25920 pixels) 1000...
I'm sorry, I don't understand what you are saying. What does it mean to position a button? What does it mean to delete a joystick and leave a button? If you post an .mfa file that demonstrates what...
To achieve what you want to do, you'll need to set up everything (objects, scrolling) to look right under "Start of Frame" conditions since they happen before the transition fade. Personally, I don't...
I think you should still go for Ultimate Fullscreen. The problem is most likely that you didn't put an Ultimate Fullscreen object in your second frame. You'll need the object in every frame, even if...
I'd put it like this: objects and events won't stop functioning just because you add more content and features to your game. If things stop to work, it's almost always a result of your events being...
From what I know, the PMO is unfortunately not designed to handle the roof the same way as the ground.
You may want to build your own platform movement. Here and here are some examples. Also, if...
To make it more user friendly, I think MMF3 would benefit from a more intuitive random number generation function. How about random(min,max)? Stochastic Utility has this feature and in addition to...
Never happened to me even once. I usually don't copy objects with Ctrl+C and V though, Ctrl+Drag is often quicker.
Are you on the unicode version of MMF2? The ASCII version (which is the standard one) doesn't support non-ascii characters, and on top of that certain special characters are not present in every...
The batch file will run as the logged in user, just like your application will - so there's no problem there. The user who created a file will always have permission to modify it. It's giving other...
It'd make a nice addition to ICP, especially since it's a standard thing to do when putting something in ProgramData.
Tiles: You're right that there can be exceptions (highscores, system related...
Unfortunately, I don't think there's an extension for it yet (I hope this will change). Another solution you can consider is to extract a set of default settings into a a sub-folder of...
That's interesting, I don't know why that is. Maybe whatever creates the ini files assigns different ACL settings to them. I think you should look this up, it's always best to understand why...
Ah, I misunderstood then. "Decel" was mentioned in the first post, and deceleration in the other. Because acceleration and deceleration refers to a continuous change in speed (actually, I may be...
I think you guys are missing out the context. Deceleration was never part of the topic. This is about reducing the speed by 25% on a single instance, not on every frame.
Are you sure? You shouldn't get write access to it, only read. I've tested this in Windows 7 and it confirms what I knew. Create a text file in ProgramData, and log in as another user, load it, make...
I don't think that's a good idea though, since that folder is specifically for files the user would want to view in Explorer. This particular case falls under Scenario 1 on that page (but for shared...
Ah, yeah, you're right, it does make sense with highscores and such data. Anyway, I tested Install Maker, and I unfortunately don't think it supports the features you need. Maybe you'll need to look...
I take it you have found a way to change the ACL permissions then? Without it, your solution still won't work for other accounts if UAC is enabled.
What settings are these, and why must they be...
I use Inno Setup, in which this is very easy to accomplish. In case Install Maker accepts environmental variables, maybe this website can help. Keep in mind that if one user writes a file to the "All...
To remove the last letter, use Left$(String, Len(String)-1)
Stochastic Utility, however, has Substring$ which is equivalent to PHP's substr, and accepts both a negative start and length value...
Blue66, every time I've needed something fixed, I've narrowed the problem down to an .mfa demonstrating the problem alone, and posted it here in the community, not just to the CT staff. If you need...
This is not MMF2's fault. Scaling should be nice, but you need to take some things into account when dealing with HWA scaling. The first thing is that you won't get anti-aliasing against the edge of...
It's not random, it's determined on whether Photoshop is saving as a 24-bit (rgb) or 32-bit (rgba) .png. To ensure Photoshop saves a 24-bit png, you need to make sure the bottommost layer is a...
People have a tendency to recommend the better alternative, and Lacewing is better in pretty much every possible way.
A good solution is to abandon every single video extension in MMF3. Just create one single new one that plays a single video format (ogg theora is a nice option, but there are others too) and build...
You should never use "play sample" if you intend to change its volume, not even together with "set sample volume". The volume change isn't instant, but it takes at least length of the audio buffer...
Why not just use a fastloop?
If you prefer, instead of Abs(Alterable Value( "Active" )-1) you can simply do 1-Alterable Value( "Active" ) because 1-0=1 and 1-1=0. You can also do (Alterable Value( "Active" )+1) mod 2
So many...
I've made some examples before of relative sub-pixel movements.
Without collision detection
With collision detection
Should be useable in XNA, you have two options:
1: Change the event that plays the sound into lots of events - one for each sample (because MMF2 doesn't let you pick a sound from an expression)....
Yes. Use this evented sound handling system and you'll be able to do that easily - as well as applying modifiers to ranges of channels (e.g. set the volume to 50% on channel 1-5) without conflicting...
It's not part of the expression, that's the condition.
Unless it's a bug in MMF2 itself, I think it's better if you post it here at the community. It'd make more sense for the CT staff to work on the product, there are plenty of people here in the...
My point was that in this particular case, the clarity vs. optimization conflict isn't present. Here, Apppath$ is simpler (thus better clarity), it is more optimized, and is more cross-platform...
They do the same thing, but a programmer should strive for the best clarity or optimization. In some cases, it can be worth sacrificing a bit of performance for clarity (or the other way around), but...
Sorry that I can't get over this, but it's slightly better practice to use Apppath$ instead of Appdrive$+Appdir$ ;)
To calculate the new height if you have a desired width:
Set New Height to...
It should be AppPath$ + "Music\adventure.mid"
AppPath$ gives you the entire path to your application, so no Appdir$ is needed.
No, not really. happygreenfrog gave you a full answer. Either zip the audio files within your game, or include it within the installer. It doesn't matter that the path to the audio files may be...
Ignore everything about using the big box extension, checking x right frame, and so on. The only thing you need to do is to add the "Ultimate Fullscreen" extension to every frame and use the "go...
The advantage is simply to have better control. No matter what, a sound needs to play on a channel. When you use the normal "play sound" actions, it'll automatically pick a channel for you, and...
There are several solutions. Either allocate a specific channel for sounds that are meant to block each other and play all of them on that channel. Alternatively, use your own channel allocation so...
Yet, I've been aware of it for years. Trust me, it has been there forever, but it depends on the events whether it'll cause a problem or not. You should always disable "check at start" instead of...
Rubes's "play sound" action was a simple Lorem Ipsum, it never implied sound was related. He's demonstrating exactly what you then try to explain to him.
Deleting an object isn't taken in effect...
Roseweave, it mainly seems to be you who desperately need this feature. Because I've worked in a single frame since Knytt, this is unimportant for me. I desperately want other features instead that...
It's too late now, this project is long since over.
It depends. If you're doing games I don't think you need developer. Pretty much none of my games had any reasons to involve developer extensions (though it does happen that I use them in custom level...
Yes! It's why I'd love to see someone simply implementing it as a non-realtime image resizer.
I can't remember when I last ran across a computer that doesn't support DX9. Those must be horribly old... but I suppose if you want to make sure the game runs on everything :)
I think it'd just be neat if someone could post a non-realtime resizer that uses this algorithm.
It's a super excellent algorithm. Too bad they didn't post some software or code. :(
I think it's a lot about balancing it right. When it comes to tasks that are very CPU friendly, I always go for the solution which results in the cleanest and most understandable events even if it...
A small detail I want to mention is that lot of people mistakenly think that an action is always heavier than a condition. You can often end up in a scenario where the conditions that checks if the...
Ah! :)
Please, let us know what it'll do! No need to keep it THAT secret, right?
ObjC, so it's something to do with Objective C?
It depends on the license of the font itself. Different license agreements may define what "distributing a font" means differently. I doubt the Flash exporter converts the font to a raster one...
Dynamic runtime creation and removal shouldn't be too hard and not the high numbers either. Well, apart from the high CPU usage of filtering out the right one if you read and write to the lists a lot...
Personally, I would use multiple list objects and pick them with an alterable string to get around this problem. I can see how the multiple lists inside one object was a nice feature though.
I don't enjoy pairing multiple objects or using workarounds like ValueAdd, not to mention all the extra ForEach iterations every time I need more values than 26 for an object I use multiple instances...
Seriously though, MMF3 should be for skilled users. I think it should be command based. Only.
http://www.ni2.se/temp/MMF3console.png
Yes, that includes a command line image editor supporting...
Don't expect this to change in MMF2, besides, I wouldn't want time to go into trying to patch up MMF2. Most of us advanced users are waiting for MMF3 and hope it'll have a really good foundation.
The full size of the character set is allocated in the memory for every instance of the object, so it's not a useable object for this purpose.
The only case I know about is overlap checks. The condition [Negate] A overlaps with B returns:
True if neither A or B exists
False if A exists but B does not
True if A does not exist but D does...
Just use "play sample" or "play sample file" to play an ogg file. What I mean with external dependencies is in this case a codec sitting outside your application, not if you load a file or not.
Why don't you just use ogg vorbis instead of mp3? Then you can change the volume and you won't have any license problems if your product is successful enough. The MCI object is weird and quirky, and...
Feature wise my sound wrapper doesn't need more features e.g. data/storage stuff. Only custom ACEs so it won't have to be operated though alterable values. Really looking forward to the release of...
Or alternatively, just use my evented sound wrapper which deals with this beautifully and many, many more things. Unfortunately, due to MMF2's lack of the ability to create custom conditions,...
Hi! Try this, put a looping animated active in a frame and an edit box. Insert an edit box object, set it to multiline. Start the application, insert a few lines of text and press page up or page...
I think that in MMF3, mid$() should be implemented like php's substr(). Then positive numbers would work as they do now, but negative numbers would have a purpose too. Like in this case, it'd be...
Onu has some weird design decisions though, I'm not sure I'd like to build the sound playback of an entire game around it. Nor do I like combining audio extensions (e.g. Onu with MMF2's built in...
Maybe, will have to figure out which extension that is best for this.
It's just not for a game jam tho. I want to incorporate this into Knytt Underground which doesn't rely on extensions.
Sorry to resurrect this, but next week I intend to have a game jam session where this feature is required to work for a musical thing I want to try. I'm desperate to have a fix for this.
The "Clear Filter" hack exploits the fact that MMF2 clears the object selection when calling a fastloop. However, it seems MMF2 will ignore any event that doesn't have actions within (hence the...
Here's how I'd do it.
Oh, very small detail Skyhunter, but if you need an alterable value to represent "No fixed value selected", use -1 instead of 0. From what I've heard, an object can in theory...
The examples shows what they do in graph form but I suppose it can be a bit tricky to understand.
Stochastic Utility has expressions for this. Nearest() and IntNearest(). In fact, Stochastic Utility is very overlooked, it has tons of useful expressions.
Don't use proprietary nonsense like mp3 files, use ogg vorbis as there's no license required for supporting it.
It probably is, but it needs to be fixed either way. My game cannot only work on some computers.
Example. Do you see that the bar starts over an entire second before the loop actually does? It means that on the second loop, the playback position is an entire second off what it's actually...
The topic is too old for me to edit but I have some new information. The jitter with the sample position only happens with vorbis, but the incorrect wrap at the first loop happens with wave files...
I'm having great problems with getting the channel position. Download example. The value I get is too inaccurate to make scenery react to the music in the game because it jitters left and right....
Yeah, you're right. When testing more it turns out that object also got it wrong.
I have no idea, maybe a solution is to re-focus the window when the MMF2 app is fully loaded?
Yeah, set sample frequency and channel frequency.
Yep, the flip shader is unreliable in some graphics cards (e.g. the last one I had) for non-powers-of-two object sizes (and I'm not going to change all the objects in the entire game to add that), I...
It can be fixed though. The Window Focus object always gets it right, so a workaround is always to check with that when getting input. I don't like workarounds like that tho but will use them if I...
I'm trying to improve my current game which will be released around January. A whole lot of unnecessary VRAM usage is a result of copying the animations depending on if my characters faces left or...
I've tested this with the HWA runtime. Put a large image (2000x2000 pixels or so) in a blank application just to make the loading time a bit slower (just like an actual game). Add some events "upon...
Set Animation Frame to Health/10 or for the inverted 10-Health/10
Put the object in your frame and observe how it asks you to change several application settings. Have you thought about changing these settings back after removing the object? In particular, "Resize...
Maybe it's not the extension, but that you just ran into the bug with objects that can not be removed despite no event references or instances in the frame. I've had it happen with actives.
Yep, for the perfectionist it's important to know for sure, but it's also part of 0-based thinking which is why I mentioned it :)
Yup, it's always like that when something is 0-based. Another example is if you have a list of 10 items and indexes are 0-based, the last index is 9 but the item count is 10. It's 100% correct and...
Even though in this case MMF2 turned out to be "right"; I know that in some other cases with programming the order of operations aren't always the same as the standard rules. It's because other...
Still, with the solution I recommend where you create a "sort number", you should be able to take care of that too by expanding on my technique.
For compatibility reasons, it's good to avoid implementing this. Because a lot of formats can't easily play in reverse by nature (mp3, vorbis) due to the way they're encoded (unless you uncompress...
A nice solution is to involve the X position in the process, even though you want to sort by Y. That way, it'll never be uncertain for the Layer object which object that goes on top (maybe except if...
I always use a group called "initialization" which I close at the bottom of itself. Then I normally use "always" conditions within it, except for events that needs to happen specific conditions.
Sqr((X("Obj1")-X("Obj2")) pow 2+(Y("Obj1")-Y("Obj2")) pow 2) for distance. MMF2 has powers.
One thing I'd like to add to the topic is that an action is not necessary more heavy than a condition. Sometimes I've seen people try to limit how much their actions will run by inserting more...
It's a given that examples, frameworks and tutorials are always, always a great thing. They makes the learning curve better and lets people learn advanced things when they are ready for it. They are...
Shouldn't be a problem and MMF2 is designed so it should never crash - even if your events are wrong. You must have run into a bug, probably with the Ini++ extension. Have you checked that you're on...
There should be no problem with what Blue66 is trying to accomplish with around 800 objects, a bit of optimization should take care of that. However, it is still a fact that MMF2 isn't the fastest...
I find it much easier if someone can have a look at the mfa. Again, my new game world has a size of 24576x19968 pixels and 100374 objects exists within it - using one single MMF2 frame. It works...
To take Blue66's side, MMF2 is not the fastest piece of dev software around. There are plenty of things that I would love to do that I just don't do in MMF2, simply because it's not efficient enough...
Of course it doesn't matter if the option is checked. I'm explaining why AV companies so easily flags MMF2 applications as malware. The effects will obviously apply to all MMF2 applications...
We can't blame Norton alone though. Sure, it's their mistake to flag MMF2 programs as false positives and it hurts us. However, part of the reason this happens is the "compress runtime" option which...
I wouldn't care what I'm allowed to do or not if it was about something I created. It's nice to be legal, but being legal solely for the purpose of being legal when there are no moral reasons or...
I need to be at GamesCom.
Agreed too. Make many small games first. Problem with starting big is that you'll improve so much so fast that you'll want and need to rewrite your game over and over again to keep it on par with...
It's related to your General Midi synthesizer. That differs per system so it could really be anything. General Midi sounds different on each setup and is an old dying way to play music. You can never...
I'm on the right computer now. So, what you need to do is to start out with linear values. That is, if you want a volume of 50% (or -6dBFS), you use the value 50. Let's call that your "desired...
I made a topic about MMF2's volume curves a while back, it's here. Looki helped me to come up with an expression that adjusts linear volume values to MMF2's strange volume curve. To get the same...
I never have this problem, but it's because I avoid super long expressions just for the sake of clarity. Even if longer expressions are supported, you should still consider building those long...
With power, ~3dB is twice, while with voltage or current, ~6dB is twice.
With all software I use, ~6dB is twice, and I'm sticking to that.
Edit: Replacing dB with dBFS in the first post.
How does volume scale in MMF2? It's certainly not linear. If 100 can peak at 0dBFS, a volume of 50 can peak at -9.3dBFS, not -6dBFS as it should. This ruined the volume mixing in my game when I made...
Ah, okay. You don't actually need the object for my advanced sound thing. The only reason I have it there is to let you pick sounds from an expression. On the downside, to make it work without...
Just right click the link to the .mfa and select "save target as...", it's just your browser that's unsure how to deal with the file.
As for Looki's sound object, I'm not sure where to get it....
Yeah, I did. I don't have the content online right now, I should put it back up though.
Don't use the 256 color mode or any other legacy features unless you're asking for problems. For some reason less-than-24-bit graphics modes were kept in MMF2, probably only since they were carried...
Since "play sample" happens instantly, there's often delay until the "set sample volume" is applied even if it's the following action (usually as long as the audio buffer itself, 10 milliseconds)....
Yeah, when I created the PMO thing the ForEach object didn't exist yet. I'm not writing this from a machine with MMF installed, but perhaps it's possible to use ForEach to iterate through PMO objects...
Remember that conditions in events without actions are not checked. If you want to test the speed of only an empty fast loop, you need to put a dummy action in the "on loop" event like running...
Personally, I think CT needs to remove "compress runtime" in a new update (or at least uncheck it by default). The way this feature works - by extracting an executable and then running it - is...
Sounds way hacky to use batch files. Perhaps this is a better solution. It requires a custom extension tho.
I just totally disagree. This is a lot of work and the only thing that is accomplished is making it easy to build a multi-format media player, and the world already have VLC. MMF needs to think...
Yes you can. Just use the extension and use the normal action to check if the channel is playing or not.
Yves: Super! It's all I needed to know :)
Standard runtime. Here the audio buffer seem to be 10 milliseconds. Is it the same on all systems, or may it be different on another system?
Would somebody please build Stochastic Utility with the latest version of EDIF and post it here, please?
I'm in a totally panicy situation where I'm having a deadline today and a bug with the...
It's very unlikely you'll get problems, but personally I wouldn't bet my life on it - there may be fixes that changes how some minor things will work. To put it this way, I wouldn't upgrade just...
No problem. It's more normal for a program's setting to be specific to the current user anyway. Making settings shared between users is more an exception and should only be done when your program...
Normally you should use the user account's application data folder. Remember that if one user creates a file in the "all users" application data folder, other users will have read-only access to it.
Actually, I re-uploaded mine. It's even more complicated, but the reason is that it automatically creates children, tracks the parents, and remove the children when the parents are gone. It uses many...
I was designing a solution at the same time as you Popcorn, so I wanted to post mine too.
My solution is more about a generic way to handle parent tracking and child removal separately from the...
If I don't remember wrong, create actions update automatically when you rearrange layers.
Oh, right. Should reinstall VC++ soon so I can compile with a newer EDIF. Anyway, wanted to mention this in case it's not fixed in the latest EDIF either.
I need to disable "compress runtime" option for my application, but then I get the message "Stochastic Utility.json not found!" when I start the executable. It's an EDIF extension.
Oh, this problem. Yeah, I've had it too. Doesn't seem that random to me though though, I've been able to work out plenty of conditions for it to happen. For example, the player angle must be...
Instead of having a limited number of activations, perhaps they can refill automatically as time passes? I know for a fact that I'll reinstall MM2 so many times that I'll run out of activations...
An audio input device or "recording device" as they are called in newer operating systems. It's a standardized term which can only mean one thing. What type of device that is generating the sound...
Oh, no. I mean, from a programming point of view, there are inputs, outputs 'n stuff to stream audio, but the standard use of the term is just an actual input device, never heard about anyone in...
Sorry, it doesn't help. Your example is visualizing the playback of a file file, while I'm asking about an audio input.
The term "audio input" is a standardized term. Sometimes "recording...
Which example file? Perhaps I'm on an old version of Onu, because I don't find one that has to do with audio inputs. To me it looks like all examples only read audio files and can provide realtime...
I can't find any features in Onu that has to do with sound inputs though.
I need to display the volume from an audio input in realtime. None of the extensions you list seem to do it. Note that I'm not after the "mixer" volume setting, but the amplitude of the actual signal.
I need to display the volume from an audio input in realtime. No extensions I've tried lets me do this, do you know about any?
Ouch! Found a nasty bug. grab, fixes a very important thing in event 72 which could result in incorrect voice allocation!
A font rendering problem was reported here on my website. I only use standard fonts, so I don't know why they are rendered incorrectly on that machine.
Also, it's quite limiting to use system...
Yeah, I never touch the global object option. I've had to many MMF2 bugs with those, so I'm not risking it again.
Oh wait, here you go. I can't edit the previous posts, otherwise I'd just edit the first post to be up to date.
Download version 3.1
In this version, a continuous emitter is automatically removed when its linked sound has stopped playing.
Here's version 3. Version 2 had a problem with whenever channels were stolen from continuous emitters, because the continuous emitter would be kept but affect the new sound.
The best fix was to...
Perhaps it's different on the HWA mode (it's the only one I use so I wouldn't know about the Standard), but I have no problem using floating point angles. NightSky and Saira would look horrible...
Sorry, it's just not what I need for the time being. I mean, it's a cool extension and everything, but this makes more sense with the game I'm currently working on.
The whole point of meta objects is that you configure a shared mechanic to work differently on different objects. You'll get away with using 20 events instead of 200 and still have exactly the same...
I actually recommend B. It's what I always do these days. Qualifiers can't be named, and neither can't their alterable values. Meta objects makes everything much easier if you know how to use them. I...
I forgot to say... There are two limitations to this system.
1: I based it on Alterable Values. So, you only have 26 channels.
2: You can not actually modify individual sounds while they're...
In every game, I've been fighting how to make complex sound operations, and not make them conflict. You know, imagine the scenario that you need to globally slow down the frequency of every sound by...
Well, I kept saying "either it's a bug or it's a design flaw" all the time, so I never really ruled out that it could have been the intended behaviour.
Yeah. I totally get that there's a reason and all. Of course Algul's explanation why it works this way is correct. However, It's still a flaw.
* It's never helpful for the game designer. You never...
Yeah, so tell me which language in which operations aren't carried out in the specified order as soon as you perform a function that iterates through more than one object? Name one.
It's not logic. It's a design flaw. No other development platform would do this. If you iterate through objects, it's not pushed later in some queue. Seriously, have you programmed in any other...
Yeah, but the order of the actions are:
Start of frame
* Set Global Value A to 10
* Set Alterable Value A of Active to Global Value A
* Add 50 to Global Value A
So, how could Alterable Value...
It's most definitely a bug. Or well, if intended I'd say it's a design flaw. Check the example again. 50 is added to Global Value A after Active's alterable value is set to Global Value A (which...
There's no bug. The previous backdrop objects aren't removed just because you create a new one.
If you want the one underneath to be deleted, you need to delete it first using "delete created...
Come on, that's not true. I can't remember when I last someone using IE6. Many web developers today ignores trying to make their websites compatible with IE6, and that includes many major sites.
I...
That'd be perfect!
Since it's still in beta stage, perhaps it's a good idea to throw in high resolution icon support? I'm going to use the Anaconda runtime to release my games for Mac and Linux. Low resolution icons on...
You should look into the Ball Bounce widget I posted here. It calculates the target position and then interpolates towards it, detecting collisions on every side. I'm sure it can be modified into a...
I'm in a problematic situation. My game loads all the files externally apart from active object animations. I can't use the animated picture object because it's not HWA optimized. It worked for...
Well, let's say you have 10 active objects and you want to loop through them with a fastloop. When this happens the "on loop" action will trigger 10 times and each time there'll be 10 value...
I think you're using HWA and your friend's GPU doesn't support texture sizes larger than 1024x1024, so it's the width causing problems.
Just subtract max(Player_STR( "Player" )+(Random(5)+1))-Goblin_DEF( "Goblin" ),0) , then a negative value can never be subtracted.
If you actually have wav files, you should convert them to ogg vorbis with audacity.
Ogg vorbis is similar to mp3 but it sounds a bit better (if you compare ogg vs mp3 on the same bitrates) and...
Actually, I have released a second platform widget with simpler slope support too (only walking up and down). It's detectorless and works with a custom collision mask. If you want to check an easy...
Unfortunately, it is, and I'd love to see it in MMF3 too. Synchronized sample starts and queue'ing a sample for perfect sample-accurate start when another sample stops are high on my wishlist. That's...
You may get different results with different file formats, some may be better than others, but no matter which one you chose, you're using an incorrect method which can never be fully reliable on...
You can't do seamless stuff like that from a separate thread, because there is audio latency and other factors that may vary per system (in your case even loading the new file from the hard drive)....
I just get a corrupted zip file when I try to download that. Also, every time I download the file, it have a different size. I think there's something about filedropper that just aborts the download...
Ogg Vorbis are suitable files for endless loops. Only mp3 files tend to have a problem with this. I use them oggs for seamless loops all the time, and I'm the kind of person who notice even a subtle...
If it's not, you can always use this.
You can try this or this depending on what you need.
I can't see why group names would be included in the executable. I mean, all you need is indexes and references. It's just like expressions, those are never stored in text format. When you open an...
I find it a bit quirky to paste something into the image buffer until something else draws over it anyway. I'd not try that even in Software mode, and I hope it's not supported at all in MMF3. It's...
I know you know. I was just replying to "but there is difference in file size."
I guess in those cases, the developer never built a runtime version.
Yeah, the Extensions/ one is larger than the Data/Runtime/ one which doesn't contain all the edit-time stuff. The Extensions/ version of every extension can also be placed in the Data/Runtime/...
Well, at some point you must have re-ordered the actions, because the problem is the internal order of the actions within some of your events.
Look at your p event. The order of your actions are:...
You must have dragged the create action out of the event and back into it, which places it last in the order.
Check the order of the actions in you "Water" event. It goes:
* "Array" Write value 5...