Clickteam admin/moderator, please could I be allowed to edit this thread indefinitely?
Type: Posts; User: Sebaceous; Keyword(s):
Clickteam admin/moderator, please could I be allowed to edit this thread indefinitely?
Sorry for spam, but I can't edit the thread, nor can I message any admin because it says I've reached my limit; even though I haven't sent a PM since the forum update.
Can an admin please allow me to edit this thread so I can add suggestions to it?
OK awesome, adding that, too.
Clickteam - is it more optimal to use one single mosaic looping backdrop object or many individual tile backdrop objects? Or no difference?
Admin - please can you...
Thanks, adding your feedback now. Where is the option for box collision detection?
Post anything you know about getting more FPS (especially in big projects), and I'll add your stuff to the thread. If you can give numbers of FPS you got from various tricks that'd be even better.
I'm studying Computer Systems with Psychology (3rd year) and I've noticed that a lot of Psychology students (3rd year, Masters, and PhD) use simple bespoke computer programs to conduct their...
The problem is not an inability to swap layers every frame, I already have that implemented. It works fine 'til you introduce Airman's level. In airman's level the stage is always above Megaman, the...
In striving for 100% accuracy in a Megaman 2 remake, I have stumbled on this paradox. Behold. Impossible layer logic.
There was an extension called Mode 7 ex (allowed Mode 7 and Voxels), the link appears to be dead. I'm wondering if there's an extension to use Voxels in MMF.
Right, I needed the last 2 events.
If I just want a normal 2D rotation, will using MMF's rotate give better or worse performance? Is the difference worth noting?
Also I tried changing all the turning rates from 1 to 0.1 and it keeps slowly turning left after I begin turning left for some reason. Right is ok.
There you've used 360 frames of animation (times 3), is it not better to use MMFs rotate function? Then you can use one MMF direction with 3 frames and rotate it to any angle. Less memory but poorer...
Ah I didn't realise that when you change the angle, using 360 degs, it automatically changes the angle of the scaling effect to match. Thanks. Another guy in the chat helped me with the trig formula...
Presumably this needs some trigonometry or something.
I want an object to stretch towards another object (of variable position).
If you could also explain how to rotate it (using 360 degs)...
I want GTA-style vehicle physics. How should I achieve that? Is there an extension that'll do it just fine? Is it easy enough to code in events? Has someone already made a good engine like that?
Solved it now. That was the hardest thing I've ever done.
Ok, collision sorted. Now what is the best way to find if the player is standing on a platform (so you know to allow normal running+jumping movement)?
Before I used the proper fastloop collision,...
The "animated paralax" doesn't work. It's just an animated BG that doesn't move.
I don't understand what you're saying. We're talking about conditions, not actions. It's obvious the order of the actions would matter but doesn't make sense why the conditions would as they're...
Link? Googled it and searched forum with no luck.
Ah. Will try. Are you sure the order of the conditions matters when you're not using OR etc? OMG ur right it does. :@ TY
Use a fastloop to move the object out of the wall if it is overlapping.
Although I can't get this to work correctly myself:
+blue overlapping black
-> start loop "esc" 20...
Same problem here with using 1 pixel thick detection. It's doing my head in but I think I have a solution, I'm going to try it now.
Edit: I've made a big mess of this I think I need some help to...
True. Thanks. :D
Let's say 100 counters that are measuring objects positions being updated with "Always".
Does having a lot of counters outside your frame slow your game down more than using alt values or global values? If so, by what degree?
Does having a large number of events in a frame (over...
I've asked this question before but got pointed in the general direction of a 3D topic. I'm looking for a specific answer, preferably with a relevant example.
Whats the easiest way for me to add a...
Without using OpenGL, using the "Simple Poly 3D" example, is it possible to add textures to the faces of the polygon?
If not, what's the easiest way of doing this kind of top-down 3D (in the X and...
To clarify a little. I was wondering if it's possible to have the paralax effect work in both X and Y planes, as seen in the first video and the second part of the second video. No Z axis effect.
I'd like to know if it's possible - or will ever be possible - to do these kind of games in MMF 2 with or without extensions.
Ok I just tried:
There is no option in the event editor to scale a sub-application, but you can resize it manually if you tick the property "Customizable size" and "Stretch frame to object size"....
How is scaling done? With MMF's inbuilt scaling or with the Viewpoint or some other extension? I've not used any kind of scaling before or the Viewpoint extension.
But you can't scale backdrops can you? You would need one huge active object for the background presumably?
Whatever best does the job of fitting a whole screen's worth of objects into half a screen without affecting the gameplay.
Ok, thanks for your help.
What about stretching the screen?
Eg if you split the screen with a horizontal line, you may want to scale down each "screen" in the y(vertical) axis.
In the example, can the 2 frames scroll independently with the movement still working correctly?
If not, how can you make this possible?
Does Viewport allow you to zoom in and out of a frame? ...
Is this possible with MMF?
* split screen co operative on the same level on the same computer.
* split screen co operative on the same level across the internet.
The link to the extension is down. Where can I get it?
So I'll still need 10 times the normal set of events? I guess I can use behaviours to an extent but then I use a lot of counters outside the frame, and different counters for different characters, so...
What's the easiest and/or most concise and/or best way(s) to design a single frame which can handle any combination of characters selected, when each character has a different set of events and...
Also worth noting that in 50fps, the timer object condition can only run as fast as every 0.02 seconds. Even though you can see using "compare to general values" that the timer runs a lot faster than...
I need to know how to specify you only want an action to affect this object (the one being referred to by the conditions and/or actions), and not all instances of it.
Is this only possible with an extension?
(a variable in place of the number of seconds on the timer object)
This used to happen to with KNP but I just used the "flip vertical" or "flip horizontal" on those wrong directions to fix it.
I had to add the same condition to 86 events then realised I'd added the wrong condition (when obj is visible instead of invisible), and had to do all 86 again. Most of the events already had a lot...
That is inspiring to see 3D in MMF. I've actually dreamt about making 3D games in MMF. lol
Could you do a collision detection demo?
You're right. Default XP scrollbars are too small for the event editor for me. I've increased them now. Thanks.
I never said to remove the drag and drop feature, that is ridiculous. I suggested making the scrollbars wider in the event editor.
I don't know what you're trying to achieve with this "Face Value" thing.
Doesn't work with .zip or .jpg
I keep accidentally dragging random event cells without even knowing what I've done when I try to scroll quickly down with the right scrollbar in the event editor. This is potentially pretty...
I'm using arrays to get around this, having my run movement go (+1, +2, +1, +1, +2, +1, +2, +2, +1, +2) for example.
Sadnote: This worked for Megaman's landing sound effect but not for the firing (buster), so I've just stuck with buster4, my best edit.
That wouldn't make sense? As long as your frame is running fast enough, the timer will not change speed based on the frame rate.
"Always" will make an event run every frame. The event loop is...
You've just faded the start and end out which changes the sound. Now it sounds more like a rip than a blast. I just need the "p" removed without any disturbance to the sound, which is very short and...
How does one make an event occur every FRAME.
I'm making a game at 60fps.
I need cetain events to occur every 1/60 of a second, ie each frame.
Assuming setting your app to...
Best improvement I can do with editting so far:
This one has no immediately...
I've tried Normalize with Audacity.
I've tried levelling the samples to 0 offset manually.
I've tried cropping at a different sample.
All seem to result in an irritating thudlike "p"...
Ok, I removed my "fix" from the game's code in MMF 2 and it works fine. MMF 2 seems to not have the fire1 + fire2 bug.
Going back to MMF 1.5 however I can reproduce the bug with fire1 and fire2,...
I will have to upload a sample exe of my game, and print screen of the events related to firing with an explanation of counters, but I won't upload the viewable game file because I want to protect...
You know, I never thought of that. Thanks and happy birthday.
That solves the example application but unfortunately the original problem was pressing two keys at once eg fire1 and fire2 and...
I'm afraid it happens for me with both my gamepad and my keyboard in exactly the same manner. In the example file I posted, pressing a direction key and the fire key simultaneously results in a...
You've tried pressing different key combinations at the same instant? (NOT hold and press like alt + f4)
fire1 and fire2 same time
left and fire1 at same time
The only solution seems to lie in some extension which will (without delay) allow you to change the time position of the wav file playing in runtime. Any such extension around?
http://www.easy-share.com/1904816350/Example File 1.mfa
Something different again happened here for me.
In this example it will shoot normally when fire1+fire2 are pressed at the same time, but...
Then when you loop, the intro will play again (not wanted).
Unless you can set the position of the file to the point of the end of the loop.
Makes no difference I just tested it with different channels and got exactly the same result.
Here's what I want to do:
Play a musical introduction immediately followed by a looping chorus (using wav or mp3 etc but not MIDI).
Please read the following before posting:
I'd wanted to make games since I was a kid so I got into programming, but when I found MMF I realised how much quicker and easier I could have done everything.
And because MMF is completely...
There is no such condition as "button 2 is not pressed", you cannot negate "player pressed fire 2", you can only negate "repeat while fire 2 is pressed", etc, which doesn't give the desired effect. ...
Ok I just installed MMF 2.0 and made the exact same test application and got a completely different result.
In MMF 1.5:(after making the test application I described above)
If you press fire1...
I want it to always fire once when fire 2 is pressed, regardless of what other key is being pressed at the same time.
I'm going to experiment with it some more tomorrow. Bed time now (3am). Sposed...
I'm using a ZBoard which allows 8 keys to be pressed simultaneously.
If you don't believe me:
* Open MMF
* Make an event "Player 1 Pressed fire 2" "play sample <whatever>"
Run the frame....
I should mention I'm only testing it with the keyboard at the moment, but have tried changing the keys from default control and shift.
I just made a new application and I noticed the "bug" wasn't...
I'm talking about specifically the "Player pressed firebutton 2" condition.
Did you have to use ORs and account for all combinations or did you not get the problem of being unable to press...
I want my character in game to be able to shoot once every time Button2 is pressed, including combinations of any keys with Button2.
When player presses another key at the same time as...
Ah, I think I finally have done it. I don't think there's any way to mimic the NES game's movement as accurately in MMF as this. I've done it by doing the sad thing (as I mentioned above) of...
Thanks. I've tried doing the movement from scratch, got it to work but the jump height was inconsistant. It randomly fluctuated by about 5 or so pixels, probably something to do with the fast loops...
"1.5 Stnd Jamagic to MMF2 - Discount"
Is that correct? I'm upgrading from MMF 1.5...
I moved from England (Birmingham) to Wales (Bangor).
Still haven't received anything. Will update you when the 45 min has elapsed.
Still nothing atm.
Says an e-mail has been sent, but I haven't received anything. Yes, I've checked Junk, and searched my e-mails. :(
I've moved to a different address since buying MMF 1.5.
How can I get 2.0 sent to my new address and not my old one?
Do I have to pay to upgrade? If so, how much?
Make an event that adds or subtracts from the x value of the player object when it is overlapping a platform depending on the player object's last direction (ie the player gets 'pushed' out...
The simplest way to do it seemed like this:
Set a high jump strength (the maxiumum jump you want) on the default platform movement object.
Create an event as follows:
Here's what I've done so far, if anyone's interested.
What do you mean "coding a platform movement yourself"?
Making my own extension in C++?
Or using the event editor to make all the movements from scratch?
Or adding my own events using the event...
Can't wait for the Java SDK! I'm doing Java at uni and I don't know C++.
Hey (first post),
I'm trying to remake a NES platform game as accurately as possible movement-wise. In the game, like many others, the height of your jump depends on the length of time you hold...