Search:

Type: Posts; User: vSv; Keyword(s):

Search: Search took 0.00 seconds.

  1. Replies
    2
    Views
    58

    I have tried to follow that tutorial earlier, but...

    I have tried to follow that tutorial earlier, but sadly that video is from 2017 and there seems to be no plan for a part 2.
  2. Replies
    15
    Views
    1,129

    I'm using the PMO for the player. I'm thinking...

    I'm using the PMO for the player. I'm thinking about creating my own movement from scratch later on as I seem to be unable to get a perfect movement with the PMO.
  3. For all animations, I use alterable values as...

    For all animations, I use alterable values as well. For example, if the Walking animation has three frames I set that Alt Val to 3. If the Jump animation have two frames I set that Alt Val to 2, and...
  4. Frame 15 is just reserved for myself, for getting...

    Frame 15 is just reserved for myself, for getting a full picture of how the detectors look. I could probably delete it, but at the same time I think it's nice to have if I want to add any more...
  5. I use pretty much what you described in your...

    I use pretty much what you described in your first post. Although, I use internal detectors as I feel that there would be just too many objects otherwise. The main problems with internal detectors...
  6. Prior to having different spawners for objects I...

    Prior to having different spawners for objects I had different "modifier"-objects. When those collided with an active object it sets a specific value or does something else, and then the modifier...
  7. Replies
    148
    Views
    6,621

    Sticky: That's really awesome!

    That's really awesome!
  8. Replies
    148
    Views
    6,621

    Sticky: Yay! Although, the limit for unique active...

    Yay!
    Although, the limit for unique active objects is now 5000 and not 30000? Do you think this will be increased further later on?
  9. Replies
    7
    Views
    266

    Thanks! That seems to work really well with...

    Thanks! That seems to work really well with backdrops!

    Is it possible to use it in a way to create Active Objects as well? The only thing I could think of was "Launch an Object..." with a speed of...
  10. Replies
    7
    Views
    266

    Level Editor - Problem with Tileset

    So I have been trying to create my own level editor.

    It works somewhat well. I haven't yet implemented all tiles (only some from Batman and SMB for testing) and functions, so in other words, there...
  11. Thanks, that's something I hadn't considered and...

    Thanks, that's something I hadn't considered and I will probably not have the patience for that right now. I'd rather focus on expanding the main game than finding ways to make everything in the...
  12. Replies
    211
    Views
    14,083

    Sticky: I also have two feature requests that I think...

    I also have two feature requests that I think would save time for users, especially since the object limit will be raiser from 2k to 30k objects.


    1. The ability to right click on an object in...
  13. I didn't even know that creating your own level...

    I didn't even know that creating your own level editor was a thing that "should" be done until just some months ago. Earlier I just went with the built in frame editor and created every level in it's...
  14. Okay, thats great! Really looking forward to...

    Okay, thats great! Really looking forward to that! :)
  15. Yves Is this beta available? I noticed that...

    Yves
    Is this beta available?
    I noticed that the event list editor stopped working as well now, so I'm kind of locked from continuing my project.
  16. Replies
    3
    Views
    287

    Always nice to see your video updates! Are you...

    Always nice to see your video updates! Are you going to use the regular SMB. enemies with their behaviors or do you plan to create other enemies? The first enemy that came to mind was the crabs from...
  17. 30k objects would be really sweet! That would...

    30k objects would be really sweet! That would probably be enough for me even though I have so many AO's.

    One of the reasons as to why I have somany unique AO's is that I have larger pattern...
  18. Hmm, I don't think 5000 is enough in the long...

    Hmm, I don't think 5000 is enough in the long run. But it's much better than 2000. I would like it as high as possible, as long as it doesn't break stuff of course.
  19. I noticed now that it's not just AO's that makes...

    I noticed now that it's not just AO's that makes this problem occur. It seems that adding objects that get an Icon in the upper part of the Event Editor causes this problem, like counters etc.
  20. Thanks for the answer Yves! That's really...

    Thanks for the answer Yves!

    That's really great to hear! Just curious, if not unlimited, what will be the new limit that I should refrain from exceeding when the next update is released?
  21. Too many unique active objects = Corruption of Event Editor?

    I've run into a pretty large, software breaking problem here which has stopped pretty much my whole project.

    I have been working on converting my Backdrops into Active Objects (AO's) as I needed...
  22. Thanks for the great answer Vol! :) I'll have...

    Thanks for the great answer Vol! :)

    I'll have to look into that more carefully when I get home. Especially the part about only using numbers instead of strings to optimize things.


    I have...
  23. I think I now understand how to save and load all...

    I think I now understand how to save and load all the essential things I need from the Array object.

    However, loading from the Array object seems very slow (or perhaps the slowness is because I do...
  24. I found out how to do it. It was very simple, I...

    I found out how to do it. It was very simple, I just seem to have missed it completely when I checked the first time!
    Uploading working file for reference.

    What has changed since the last file is...
  25. I tried the example from the 2.5 version,...

    I tried the example from the 2.5 version, although I'm locked from testing the 2.5b version which seems to be better optimized. This is because the file has the "JoystickControl.mfx" extension.
    The...
  26. I just had to bump this thread as I've run into a...

    I just had to bump this thread as I've run into a problem with my largest map. The game simply crashes when there are more than 4400 engine objects that need to save/load (and I have around 10700...
  27. Replies
    2
    Views
    104

    That's really nice to know when it comes to the...

    That's really nice to know when it comes to the active objects, might actually come in handy!
    But, my main problem is that I can't replace Backdrop Objects this way as they aren't up there like the...
  28. Replies
    2
    Views
    104

    Replace object X with object Y?

    When working in the frame editor, if I right click an object there is an option that says "Select all instances of this object" which is pretty handy if I want to remove the selected objects. I don't...
  29. Replies
    15
    Views
    1,129

    No problem at all. Yes, everything is built at...

    No problem at all. Yes, everything is built at the start of the frame. It haven't been any problem with performance so far but I haven't tested my largest map this way yet (which is Brinstar).

    My...
  30. Replies
    15
    Views
    1,129

    New video from the latest build: ...

    New video from the latest build:

    https://www.youtube.com/watch?v=MOU7BlJfFnI&list=PL81TdwoVmWy5p0gRmXlZw9NswmOPxlVWB
  31. Looks awesome! Will wishlits this.

    Looks awesome! Will wishlits this.
  32. Replies
    15
    Views
    1,129

    Thanks! :) I have made some custom sprites to...

    Thanks! :)
    I have made some custom sprites to the game and this includes some custom Mario animations as well. However, most if not all of the sprites are from their original games.
    I've tried to...
  33. Replies
    15
    Views
    1,129

    Oh, and yes, every block is made up of 16x16...

    Oh, and yes, every block is made up of 16x16 sized active objects. So the quicksand in that level is made up of around 200 quicksand objects.
  34. Replies
    15
    Views
    1,129

    Thanks guys! The waterfall/quicksand animation...

    Thanks guys!

    The waterfall/quicksand animation was probably one of more simple things in there. I just unchecked the box "Inactivate if too far from window" to make sure that the animation doesn't...
  35. Replies
    15
    Views
    1,129

    [WIP] Super Mario Bros. Fusion

    "Super Mario Bros. Fusion" is a game which I have worked on as a learning project since 2009.
    This game is a fusion of Super Mario Bros. and other classic games such as Batman, Darkwing Duck,...
  36. Oh, that's really good to know! Thanks Volnaiskra!

    Oh, that's really good to know! Thanks Volnaiskra!
  37. Thank you for pointing that out! But when I tried...

    Thank you for pointing that out! But when I tried the Date & Time object I had to add more conditions for everything to work. Perhaps I did something wrong?
  38. That seems to work great! Thanks a lot! :) ...

    That seems to work great! Thanks a lot! :)

    Though, it would be great if there was an option to pause the built in timer.
  39. Hmm, how do I pause the built in timer? I've...

    Hmm, how do I pause the built in timer? I've never done that and I can't find any option for that in the event editor.
  40. My custom pause creates a "jump" in this objects movement.

    Hi,

    I created a moving platform (Group.Movable) which works as intended.

    The problem is that whenever I hit pause for the first time the movement will stop, and when I hit pause again to end...
  41. I would also recommend OBS Studio as it's free...

    I would also recommend OBS Studio as it's free and open source.
  42. Thank you! I will read those articles!

    Thank you! I will read those articles!
  43. Oh, thanks, that seems to work perfectly! Just...

    Oh, thanks, that seems to work perfectly!

    Just curious though at the mechanics behind this. Why is it that a fooreach loop works when spawning objects and defining values at the same time and why...
  44. Problems with moving platforms syncing their movement

    Hi,

    I've run into a problem. Whenever a moving platform is spawned, it gets the same position in it's X movement as the previously created moving platform, this is a problem as it's not what I...
  45. Replies
    13
    Views
    828

    Thanks for all the answers! So to get this...

    Thanks for all the answers!

    So to get this clear, if my game is running at 60 fps there will be 60 "unnecessary" updates for every always event that is already set?

    For example:
    • Always...
  46. Replies
    13
    Views
    828

    When to use the always event

    Hi,

    This is a somewhat awkward and embarrassing thing to ask but I never really gave much thought about the always event when building my game.
    I just recently began to think of it more as my...
  47. Awesome, this is pretty much perfect! Thank you!...

    Awesome, this is pretty much perfect! Thank you!

    I cleaned up the engine-frame so that it only contains one object of each and now everything works. I'll attach the final result if anyone else is...
  48. Okay, putting the "str$" before the qualifier...

    Okay, putting the "str$" before the qualifier worked. But now I'm stuck at the next step.



    I'm sorry but I really don't follow you here on what the new event should look like.
    I'm attaching my...
  49. Popcorn Sure, that would be helpful! I can look...

    Popcorn Sure, that would be helpful! I can look at your example tomorrow and try to learn from it. Thank you!
  50. It seems I got stuck quite early. Should...

    It seems I got stuck quite early.




    Should I use the String Tokenizer object or just an ordinary String object here?
  51. zip2kx Thank you! I'm going to check that out...

    zip2kx Thank you! I'm going to check that out tomorrow!
  52. Popcorn Thank you! I'm going to try to follow...

    Popcorn Thank you! I'm going to try to follow your guide tomorrow after I have completed the task of turning all my backdrops to active objects.
  53. Best way for a frame-based level editor in CTF 2.5+ ?

    Hi!

    I'm currently looking at either making my own level editor or perhaps build/use an already existing level editor. I would love to know if there's any good example/extension for this.
    ...
  54. Replies
    7
    Views
    426

    Sweet! Thanks!

    Sweet! Thanks!
  55. Replies
    7
    Views
    426

    fnkycoldmadeanr Yes ideally I would like to set...

    fnkycoldmadeanr Yes ideally I would like to set the whole layer to monochrome as it should look like a gameboy game at certain levels.
  56. Replies
    7
    Views
    426

    casleziro I tested the layer effect and I found...

    casleziro I tested the layer effect and I found one way of changing the layer to monochrome by setting the properties in the frame, but that was a little to static for me as I would like to be able...
  57. Replies
    7
    Views
    426

    Oh, I didn't know about layers having ink...

    Oh, I didn't know about layers having ink effects, I really gotta try that out! I'll have to test the performance on a weaker system later to see if I get any FPS dips, but if the monochrome layer...
  58. Replies
    7
    Views
    426

    Any way to use multiple ink effects?

    Normally I use the Set effect to "Flip Horizontally" for all my enemies and character sprites when they walk left so I don't have to make duplicate animations, and that works really great!

    The...
  59. Thank you Danny! Scaling it is then, great...

    Thank you Danny!

    Scaling it is then, great article!
  60. Thanks again! I'll check it out!

    Thanks again! I'll check it out!
  61. Okay, then I should probably downsize my...

    Okay, then I should probably downsize my character sprites and scale them to 2 once to save RAM?
    I was looking around for some color replacement shade but haven't found anything yet, can you...
  62. Thanks for the answer! I was messing around...

    Thanks for the answer!

    I was messing around with the "replace color" function when I thought of this. I noticed that it was extremely demanding when doing lots of color replacements so that's when...
  63. Performance improvement by scaling smaller objects?

    Currently in the game I'm making, everything is pretty much twice the size than what it needs to be. My characters size for example is 32x32 and sometimes 32x64 (It's an active with LOTS of different...
  64. Thank you very much! It seems to work great now!...

    Thank you very much! It seems to work great now!

    Yeah, I really have to get better at checking the event list editor, I always seem to forget that.
  65. Thanks! I tried some different approaches with...

    Thanks!

    I tried some different approaches with the file.

    1. First off, I added spawners. Left arrow to spawn a shell that goes left, right arrow to spawn a shell that goes right.

    2. I added...
  66. Object interacting with other objects that are the same

    Hi everyone!

    I have a problem with a Koopa-like enemy I'm making.
    I wan't to achieve it so that when the Koopa is hiding in it's shell and an alterable value called "Spinning" is set to 1 then...
  67. Replies
    18
    Views
    6,591

    I'm interested in looking at the MFA whenever you...

    I'm interested in looking at the MFA whenever you feel like. It's interesting to see how you create things as I'm working (not right now though) on a similar project.
  68. Replies
    18
    Views
    6,591

    Thank you! I'll be sure to check out your example...

    Thank you! I'll be sure to check out your example tomorrow after work! :)
  69. Replies
    18
    Views
    6,591

    Great work! :) I would love to know more about...

    Great work! :) I would love to know more about how you accomplished the palette swap for the invincibility sequence and Fiery Mario.
    I never found out any perfect way for a palette swap so I had to...
  70. Replies
    1
    Views
    939

    Simple way to handle embedded detectors

    Hi,

    I really need a new way to create enemies with multiple embedded detectors without any real impact on the visible animation of the enemy.
    What I really need is something I can use as a...
  71. Replies
    7
    Views
    1,080

    Hi, It's interesting if you can create...

    Hi,

    It's interesting if you can create replicas of basic NES/SNES enemies.
    I usually check the enemies through an emulator+rom and watch how they behave when the player object is at certain...
  72. Replies
    7
    Views
    1,080

    Hi, I should have been more clear on this...

    Hi,

    I should have been more clear on this point. I only ment the plain script/codes from Fusion. I haven't any personal experience with any scripting extensions.
  73. Replies
    7
    Views
    1,080

    18629 For those that are interested in...

    18629

    For those that are interested in scripting, here is a template to use when creating the enemy.
    You can of course use your own file to script in but most of my enemies have important...
  74. Replies
    7
    Views
    1,080

    Earning extra money by scripting in CTF 2.5

    Hi,

    I'm currently in a state in life where I just can't put any time into my huge project "Super Mario Bros. Fusion" and as such I would gladly pay other experienced scripters for their time....
  75. Replies
    1
    Views
    1,031

    The Debugger in CTF 2.5

    Hi!

    I have been having a constant problem with the debugger since I bought CTF 2.5.
    The problem (I think) is this line from the developers themselves:
    "- The debugger now remembers the objects...
  76. Replies
    10
    Views
    3,109

    I have come to realise that this actually happens...

    I have come to realise that this actually happens for me too. I noticed this after I implemented my example into my main game. It's so strange because this never occured in my example file.
    This is...
  77. Replies
    10
    Views
    3,109

    Okay, I will keep that in mind! Thanks again! :)

    Okay, I will keep that in mind! Thanks again! :)
  78. Replies
    10
    Views
    3,109

    Oh, that "Xscale" and "Yscale" explains why it...

    Oh, that "Xscale" and "Yscale" explains why it "lagged" at the start of each screen when I implemented it into my game.
    Thanks! I ended up making the "Fade Effect"-object 512x480 instead as that...
  79. Replies
    10
    Views
    3,109

    Thanks! Although I just managed to fix this...

    Thanks!


    Although I just managed to fix this for myself: http://www.mediafire.com/download/p24slhr5wun3ik9/Ultimate_Fullscreen.mfa

    However, your example seems to be more optimized and I should...
  80. Replies
    10
    Views
    3,109

    Thanks Snail! I'll be sure to both watch your...

    Thanks Snail!

    I'll be sure to both watch your video and try it out on my own! :)
  81. Replies
    10
    Views
    3,109

    Hi! Do you know of any good way to make custom...

    Hi!

    Do you know of any good way to make custom transition effects between different screens?
    Otherwise I might have to create one very large frame where the "Start Menu", "World Map", "Intro" and...
  82. Replies
    3
    Views
    1,215

    Thanks! I actually made something similar to...

    Thanks!
    I actually made something similar to this and I guess I have to stick with this solution until I or someone else might figure out how to do it without the help of detectors.
    I really try to...
  83. Replies
    10
    Views
    3,109

    Ultimate Fullscreen + Transitions

    Hi!

    I made a file which includes the ability to switch between the aspect ratios "Windowed", "4:3" and "16:9".
    The aspect ratios works pixel-perfect on my computer and monitor.


    However, a...
  84. Replies
    3
    Views
    1,215

    Bouncing Ball-movement question

    Hi!

    I have a problem when I want my ball to bounce on everything, including the borders of the visible frame and not just on the borders of the full frame.

    I thought this would be extremely...
  85. Replies
    5
    Views
    2,073

    The game will most likely only be released on PC!

    The game will most likely only be released on PC!
  86. Replies
    5
    Views
    2,073

    Hi and thank you! I'm making a...

    Hi and thank you! I'm making a "fusion-platformer" which is a merge between games such as Super Mario Bros, Zelda II, Kid Chameleon, DuckTales, Mega Man, Darkwing Duck, Batman, Metroid and so on.
    ...
  87. Replies
    5
    Views
    2,073

    Update! Issue #1: Stalfos still has that...

    Update!


    Issue #1:
    Stalfos still has that "shake" effect when Stalfos is positioned so that he walks towards both the player and a single block at the same time as he is attacking.

    The...
  88. Replies
    5
    Views
    2,073

    Zelda II - Stalfos Enemy

    Hi!

    I'm not usually much for asking for help as I like to figure out how to solve things on my own, but I've been working on this enemy for a rather long time now and it it seems I just can't get...
  89. Replies
    39
    Views
    9,025

    1. Built in "hitbox 1", "hitbox 2", "hitbox 3"...

    1. Built in "hitbox 1", "hitbox 2", "hitbox 3" animations or something similar for the active objects. This would really simplify and speed things up.

    2. Unlimited alterable values for the active...
  90. That does seem more handy, so the global...

    That does seem more handy, so the global flag-values doesn't reset themselves? If that's the case then yes, that would be much easier! :) I just thought flags, values etc reset themselves after...
  91. Question about Global Values for Multiple-Powerup-Object

    Hello there!

    My question is regarding a global value for an multiple powerup, one example would be the energy tanks or missile upgrades from the Metroid series. These powerups can be taken in any...
  92. Replies
    3
    Views
    1,034

    The application I included is only 9.8 kb in it's...

    The application I included is only 9.8 kb in it's RAR-format. Without the RAR-format it's 38,0 kb. Not much really, I just RAR everything I send without even thinking about it, I guess I'm just used...
  93. Replies
    3
    Views
    1,034

    http://www.mediafire.com/?c1d92s6dd7y8zz2 It...

    http://www.mediafire.com/?c1d92s6dd7y8zz2

    It should only move in a wave-like pattern. I have encountered difficulties when using the included sinweave movement and it would be awesome if it could...
  94. Replies
    3
    Views
    1,034

    Wave-Like Enemy/Object

    http://www.mediafire.com/?zy2y6yi6yck9z41

    Hello! I can't for my life figure out how to solve this. This is just another version of the "Smooth Direction Change" object and the idea is that the...
  95. Thread: Edge Enemy

    by vSv
    Replies
    31
    Views
    6,091

    Thank you very much! Works perfect! :)

    Thank you very much! Works perfect! :)
  96. Thread: Edge Enemy

    by vSv
    Replies
    31
    Views
    6,091

    I do not want to rely on ForEach or any other...

    I do not want to rely on ForEach or any other extensions, I just want to keep it as simple as possible for personal reasons. I do have experience with fastloops but I had wished I wouldn't need to...
  97. Thread: Edge Enemy

    by vSv
    Replies
    31
    Views
    6,091

    Edge Enemy

    http://www.mediafire.com/?kt20yhtn48pn6m1

    Hello! I have gotten myself into a huge problem with what I thought should be a very easy problem.

    I have created a specific movement for an enemy...
  98. Replies
    0
    Views
    762

    Duck Tales - Gorilla Movement

    Hi! I have spent the last couple of days trying to remake someone else's "spread-value-tutorial" into my own version, namely to work more or less exactly as the Gorilla enemy from Duck Tales (NES)....
Results 1 to 98 of 100