An old game I made in MMF2 gets to a point where it will crash and then no matter what the user does, restarting their PC or anything, the game will just keep crashing as soon as the EXE is ran. How...
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An old game I made in MMF2 gets to a point where it will crash and then no matter what the user does, restarting their PC or anything, the game will just keep crashing as soon as the EXE is ran. How...
I want the game to cycle randomly through all the provinces on the map once per game month where each one takes a turn. A month passes after all provinces have taken a turn. I was able to pull it...
Use the layer object and sort objects by Y or an alterable value.
I'm always told to use ForEach loops instead of fastloops for practically everything. Well I've come across a dilemma. I want the ForEach object to iterate through some objects randomly and never...
I tried putting the scale in variables in the same event it was created in, but no such luck. I ended up just scaling the arrow objects the same way I scaled the archer objects (by their Y position)...
I tried setting the scale of a newly created object to the scale of the object it was created from and it doesn't work. How would I accomplish this?
I think I figured out how to do it, I think, but the method is too complicated for me to explain.
I've got it all working except I can't figure out for the life of me how to connect these provinces so you can attack neighboring ones and such. I would just hard code it into the game but I'm...
I think surface object can accomplish what I want, but I don't know for sure because I have little experience with it. OK so my game has province capitol icons. I want to be able to load an image...
Thanks a bunch. :)
If you're set on using an INI, you can just set the item name to whatever+<get the ID value of the object with the retrieve data from object button> and then set the value or string.
As a general rule of thumb, INI is good for saving specific things in groups, arrays are good for saving general groups of things. Like I would use INI to save options in a game, while I'm using an...
I've never heard of this being possible. If you still want to convert it but outside the program, get dBpoweramp.
OK so I have this thing where special units need rest for so many months in my game. I have their current HP recorded in a variable at the end of a battle and their max HP recorded in another...
Additional velocity moves the object attached to the PMO in a speed you set. I used it for climbing ladders and such so I'm sure it could be done with what you're wanting.
I used plenty of behaviors in my Mega Man game for the enemies and such and had no real problems. I did this because I made the enemies global objects and didn't want to clutter the global events...
You could use the additional velocity variables in the PMO to pull this off along with some work in making active objects that tell the player which way to move when pressing left or right.
There isn't any silence in the songs, I made sure of it beforehand. I would rather avoid event looping because it's usually unreliable. I would use Onu Audio but I think that's become deprecated...
The music lags when it's set to loop at least when it's an external module IT file. Is there anyway to alleviate this issue? I'm using the built in sound engine BTW.
I'm using opengl es 1.1 and stretch to fit, would that contribute?
- On some devices 1.1 actually runs a lot faster than the other option.
Do actives use more resources than backdrops?
- As far...
Plz fix the array object where it doesn't crash when you clear the array.
Nifflas made a more efficient example of blitting with actives. Also, I even modified it to have right and center alignment options and a typewriter effect.
PMO can't do things like sideways gravity (although I did get it to do upside down gravity) if you want that in your game. Although I guess you could compensate and make your own in concert with...
I know the Android Dialogs extension is partly unfinished but is there any way to have a push notification for Android apps that shows it's still running and when the push notification is pressed, it...
You can use one fastloop and some advanced mathematical equations to do the X and Y loading all at once.
I figured out a solution to the problem until Clickteam fixes this issue. Save a blank array before anything alters it and then just load that array every time you need to clear the array. Using a...
I figured out how to bypass the crashing until Clickteam fixes the problem. Save a blank array before anything alters it and then load that array every time you want to clear the array.
Just a side note; I changed the array to a number array and it crashes as well.
Also, since I can't edit my post now, I thought I should also note that clearing the textual array for the path causes Android games to crash on phones. I was looking through the forums and someone...
I am having this same problem and I can't avoid using a text array because it's integral to the pathfinding I use that MuddyMole made.
Well the second revision worked, I think I pinpointed the problem down to the way you flooded the array with paths. I'm going to try to combine the two into one tonight and see if that works.
...
I tried the latest revision of the pathfinding that MuddyMole made since I have fence that the units have to decide whether to move around or try to break as I said before and it's not working on...
I thought that would do what I needed, but it doesn't. If we had 1000 as the max for example and were at 0, I needed 25% to generate 250, 50% to generate 500, 75% to generate 750 and 100% to...
Hi. Another math question. I don't know the name for this method so bare with me. So I have a maximum value of 999. A player can increase the value by 25%, 50%, 75% or 100% until it reaches 999. ...
I saw this on the forum a looong time ago but I can't remember what to search for and the similar threads thing isn't giving me any results related to my question no matter what I type in so sorry...
Oh yeah that's where I saw it. Remembered wrong that I saw it online and thus didn't think to look in the help file. Thanks. :)
Oh OK, thanks. I thought maybe it wasn't the case because people kept saying to use an 8x8 object and scale it up instead of a huge object. I guess I got that a little confused.
Sometimes my antivirus avast goes off for apps I make when I use certain extensions.
So I spent half an hour or so cutting my huge dialogs and borders and such into 8x8 pieces and deleted the original objects. Now that I've done this it looks as though memory usage increased from...
Could someone link me to the Android exporter manual? I seem to remember a link to it but I can't find it now. I have a few questions about settings in the Android exporter that it could probably...
Well I picked OpenGL 1.1 which sped up the game twice as much as the other option. I put in color reduction as well. What are some surefire ways to reduce lag on the Android phone with your apps? ...
Yeah in the game I'm doing, the fence breaking happens at the end of the turn and ends it when it occurs. Fences sort of have a hitpoint system, but it determines the random chance of breaking it in...
Just chiming in here - I tested your... I think third revision on my phone since I already had the tiles that the unit can move to highlighted and it works without lagging my underpowered phone. ...
Seems to make a difference. Thanks for suggesting it.
Nope, didn't think to try that, let me see if it makes a difference.
Thanks Marv, this works great.
Where do I get this Android Dialog Object?
What's the most efficient way to do llighting changes to simulate the time of day on an Android phone so it doesn't eat up to much of the CPU/GPU? I only need a 160x128 area shaded. I tried putting...
You can't, I tested this. Even monochrome doesn't work.
I got it sort of working but half my active objects just don't exist and system objects like the combo box disappear after a few seconds.
I tried the mouse clicks but it didn't do anything. Let me test it further. Thanks.
How do I test if an object was touched on the Android phone? I tried various methods and none of them worked.
Well my game IS like a Fire Emblem game, only one unit moves at a time. They are moving through units because the obstacle detection system isn't adding them for some reason when I try to test if...
I got it working on my game except the units still move through each other; I had to modify it quite a bit, though. I'm sure I can get that to work too though with a bit of work. Thanks MuddyMole,...
I got some semblance of pathfinding except now when the path moves away from the target, it increases in value instead of what it should be doing.
Edit: Thanks MuddyMole! This seems to work well....
Here's the closest I'm able to get to something like pathfinding before it just utterly fails. The red objects denote how many tiles they are away from the box cursor which is where the unit should...
I will try reading over Dijkstra's algorithm. It looks similar to what I've already started implementing in my unsuccessful attempt at pathfinding so maybe I can adapt it to what I already made.
I've searched the forums for hours now, only to find a multitude of examples on pathfinding with the extensions. The few I did find without extensions didn't work whatsoever or used extensions...
Unfortunately the check to see if the loop index is equal to 1 didn't work in the various methods I tried. I also tried swapping it to a ForEach loop and it broke it.
Edit: I got it to stop doing...
I have a game where when you click on a unit it shows all the tiles they can possibly move to with tile highlight active objects. It requires a fastloop so that the tile highlights will all display...
Thanks for the answer Yves, I am getting the Android exporter probably next month but in the meantime I wanted to prep a game idea for Android until I can start it. LOL good question happygreenfrog.
I was searching for this so I was wondering, which graphical and audio formats are supported by the Android when using the Android exporter?
Is this possible to do in MMF2 or with an extension? I would like to share pictures of my whole frames with some people so we can easily collaborate on level design. If not, then perhaps it can be...
So my application's native size is 256x224. I use the following to resize it to double size if the user so wishes and activates that option:
512+WinXSize( "Window Control" )-ClientWidth( "Window...
Yeah neither one of them alleviate the problem on the user's computer.
I have the option to run my game in 256 color mode. When it's in this mode, the replace color function doesn't work on hues of black and dark grey except if it happens at the very start of the...
I attached a screenshot of the problem. This is my game with the ultimate fullscreen extension. It's in fullscreen in this screenshot but as you can see the display is still unstretched and you...
I read somewhere that bugs should be reported here, and this is a major one. I had a channel frequency change action that slowly went upward in value and then when it reached the end of its upward...
Yes, it appears to have been the channel frequency change, as it no longer crashes now for one of the users, the rest haven't gotten back to me yet. This was even resetting their computer, so...
I double posted to bump this thread as I think I found the cause of the one consistent crash. It was reported to happen right after the sequence finishes where the boss is defeated. Right as it is...
It does both. I suspect it might be something I'm using causing the computer's hardware to do something it doesn't like. Maybe their PC is having hardware problems or something.
Some of those extensions will be removed in the final cut, they're just placeholder objects. :p No, not all of them are being used in the problem frame and I have problems across the whole...
Active system box, advanced direction object, array, background system box, button, control x, direction calculator, edit box, file, file-folder object, foreach, ini++, joystick 2 object, lacewing...
One user said they reformatted their PC to see if that would fix the problem but it persists. So memory problem maybe?
It has happened for a couple of users. It also specifically crashes for one frame and I don't know why because the code is pretty much the same in it as the other level frames.
My game is randomly crashing and freezing and sometimes it restarts the user's computer when one of those happens. Is there anything in MMF2 that can cause this to happen?
Try doing what I did. I stored the seed value in a global value and set the seed to that.
It will rewrite the entries to save to unless you put them under different groups and such. I've used the INI object a lot in my days and I know this is how it works.
I have a seemingly simple premise of two player co-op mode in my game. I watched the Lacewing tutorial videos but they seem to be out of date as things have changes with the extension that are no...
How do I move a directory?
Oh nah, I already did that kind of stuff back in MMF1.5, I don't want to mess with that again. :p Thanks anyway. I think maybe increasing the buffer might've fixed it.
I don't know if this has been posted yet, but I discovered this a while ago, but just now thought you mention it. It's easy to fix and rexplicate, but it can be very annoying.
When you're in 100%...
How did you get the OGG controller to loop at specific points? I'm thinking maybe it has to do with the fact I made the buffer almost in real time but I'm not sure.
Is there any working alternative extension to Onu Audio to play module music? It seems the creator has no interest in working on it anymore and I think it's causing my game to crash on some...
I'm using Multimedia Fusion build 256.34 and my game doesn't crash at all on my computer as much as I've tested it, but one user is telling me it crashes seemingly at random and without warning. ...
Well upon further inspection the horizontal degrees were flipped but not the vertical. After numerous trial and errors, I fixed it by subtracting Cos(Movement Angle( "Stamper Orb" ))*Movement Speed(...
How do I get LIJI's example to actually look in the direction of the player? I tried setting its direction variable with the advanced direction object by using Direction( "Advanced Direction...
Cool deal. I also got the joystick2.mfx error to stop for my users by creating an installer for it. Thanks guys. :)
Looks like the problem is still persisting even when people install those DLLs. Now it's saying the same thing but for the ForEach.mfx object.
Thanks a bunch, I'm having my users do this. I will let you know if it works or not because if I've learned anything from computers, it's that they never work by human logic. ;)
OK thanks, I'll havethem install it and see what happens. Where do they put it? In the application's folder or the system 32 folder or somewhere else?
When I switched to using the Joystick 2 object, one of my users noted that my game refuses to open and states "Cannot load joystick2.mfx. This object might need an external program or library not yet...
Both objects seem to think there is a non-existent gamepad in slot 1 when I try to test for anything with them. I put a string in my game to display the name of the device and it just makes the...
Don't use mid files, use impulse tracker or some kind of module music. They function like a mid file except the instrument sounds are in the file, making it sound exactly as intended on any...
I also have a keyboard with macro keys but I never used it for MMF2.
If I understood your question correctly, with MMF2 you would probably have to do a complicated algorithm that sets the X and Y coordinates of everything when the ship rotates.
Maybe you could do it with a bouncing ball movement, having them all go in directions other than up and then direction calculator to rotate them upward? Also set their direction to their direction +...
That would probably take an advanced algorithm that I can't quite elaborate on because the video was too low quality for me to be able to tell what was going in great detail.
I think array would be best to use if you have data that is very complicated that spreads across two/three dimensions while INI is good for if you just want to store specific values like score,...
That could work, yeah. I forgot that you can do that.
I'm not entirely sure how MMF2 spread values... it used to increase the value for the newest instance of an object, but now it does some conglomerated process that is dependent on X and Y positions...
I spread an alterable value in the qualifier group's variable C (which makes the variable you selected of each object effected have a unique value that increases by 1 for each object) then added...
Try doing it this way.
I would just do it with animations, but surface object might do the job too.
I almost never use internal timers MMF has built into it.
You'll have to make a variable in the enemies set to random(enternumberhere) and test the variable.
I have 1 loop going 31 times. Yeah it speeds up the game if I either get rid of the fastloop or the five layers. I need something to replace the 31 loops, if nothing else, to get the two line of...
Isn't ForEach only good for iterating through clones of an object, though, rather than applying it to this situation? I'm already using ForEach to iterate through many clones of enemies in my game...
What do you suggest I do instead of using fastloops to achieve line of sight?
I have a couple of questions regarding layers. I have 5 layers in a level for parallax effects and such in my application and my game starts slowing down to unplayable FPS when three or more enemies...
As Nifflas says it's related to your GM on your sound card most likely. If you know, which sound card do you have? MIDI is only good for use in programs like Cubase in combination with VSti and...
I can vouch for this that MMF2 only looks at the palette of the image itself and not the actual image. I ran into this same problem when I loaded an NES palette into MMF2 and the colors were...
Thanks in advance Warmachine. I did it before in a game that was a clone of CV but I think my method was highly inefficient.
I would've liked to use that stairs example for my game to put CV-like stairs in it but it doesn't support jumping on or off stairs.
Replace color won't work because instead of only changing the color for a specific clone, it changes the color of every instance of the object in question.
I want it to only paste onto backdrop objects that are not obstacles and not past the boundaries of backdrop objects.
So in effect, it would look like blood is staining the walls behind enemies...
Where is the overlapping non-obstacle object condition?
I have blood fly out of enemies, the player, etc. in my game and I was wondering how I could make it paste into the background as a background object, but only on non-obstacle objects and not empty...
When I turn on Direct3D 8 mode and an object moves over an object with a blend coefficient set, it creates this motion blur type effect that I'm guessing shouldn't be present. In Direct3D 9 it...
Yeah that's what I meant. Thanks.
I'm considering buying the iOS exporter when I can and I had a question. How does the iOS exporter compensate for the screen flipping? Does it stretch and smash the screen to accomodate the flip or...
I was happy with the results I got with the pathfinding object, but I don't think it's compatible with XNA.
Well do you want to do it based on the coordinate of a color, or get a specific RGB throughout the whole active object?
I tried searching the forums but couldn't find any examples. In my search, I found a tutorial on A* that was written as a general guideline for any programming language that's easy to understand but...
OK you know the basic typewriter effect right? Left$( >Enter string here<, 0 )
OK when I use this method, sometimes the middle of a word goes off the side of the box it's being written in and it...
Yeah my method works in a similar fashion but I'll use your example probably for the fourth weapon I hadn't designed yet, making it have a laser pointer-type aim instead of a crosshair. Thanks. :)
Doesn't appear as though you can. I just tried to create a ForEach loop for PMO but PMO didn't even show up in the list of objects. Oh well, it's not like running a lot of fastloops for one frame...
My method just moves a dummy object across the screen 10 pixels per iteration with 49 iterations to cover 480 pixels of distance, then when it collides with an object it initiates a fastloop with 10...
Yeah ForEach is better. It works good in combination with your multiple PMO tutorial. I also optimized the getting rid of PMOs part of it a bit by making the fastloop to remove PMOs only initiate...
I personally hate the built in mouse movement for this reason because last time I used it, it confines the cursor to a region of the window.
I have this exact same thing happen. It only occurs if the debugger is partly covering the window of my app... or anything else for that matter is partly covering my app's window.
I would suggest making a level editor, which can be pretty easy depending on the method you use to make it. I think there's a limit of around 2,000 unique active objects per frame but that limit is...
I didn't use active objects to do ladders in my Mega Man game, if that's what you're asking. You can do it perfectly fine with active objects, but I preferred to use backdrop objects for ladders. ...
If your display mode is set to HWA, are you running a lot of fastloops or other intensive events?
I would use variables and ID numbers to tell the enemies and player what object they're holding and such.
There would be a lag like King_Cool pointed out and also an inaccuracy in detecting obstacles and other objects.
I would like to see your example. I got it to work fine with the 49 + 10...
That's weird, I ran those 10,000 fastloops always and it was fine but when I run an empty fastloop in my current game, it slows it down after 300+ iterations.
That's all good and well Konidias, but I meant even when the fastloop isn't applied to anything and is simply running in the background, it still slows the game down. I need to have the fastloop...
Yeah they are because you can control how many for each loops iterations are created, but I'm making this for XNA in the end and I read ForEach isn't compatible with the XNA exporter.
It seems even if I have a fastloop running in the background doing absolutely nothing, my game still lags when I get to upwards of 300+ iterations. Is there any way to alleviate this?
I should...
I was able to use fastloops with only 49 iterations alongside 10 iterations by making the 49 iterations move the crosshair object 10 pixels at a time and then the 10 iterations moving the object back...
I got the idea just now to use the platform movement object itself to move stuff instantly since you can set its speed to some ridiculous amount like 20,000 and it still detects things near perfectly...
OK so I have a platformer game I'm making where I want the firearms to display a crosshair where the bullets are generally going to hit. (They hit instantly) How do I make the crosshair display...
Yeah I suppose you could. Just on a side related note, in my Mega Man fan game I made the platform movement object detect ladder backdrop objects and respond accordingly.
This is because the PMO doesn't do things automatically, you have to program it to do things. Anyway, if you must use ladder background objects, test for them using the condition storyboard controls...
Onu Audio is a really good audio extension suite.
If you want to use MMF2's built in audio engine, use the Sound Player object first off, it integrates with the thing. Next do a compare general values and do PlayedChannel( "Sound Player" ) =...
It would play loudly for like a single frame in that second. It would either change the volume before the frame updated so you wouldn't notice anything or it would have a slight moment where the...
From my understanding, and someone correct me if I'm wrong, but MMF2 executes events in the order in which they are in the event editor, from top to bottom, with actions in each event being executed...
I run into Avast complaining about MMF2 applications as well no matter what they are. It constantly asks me if I want to run in sandbox mode.
The mouse wheel is a great friend of mine.
You know how in RPGs the NPCs you speak to sometimes have the same graphics? What would be the easiest way to have specific messages display on the screen for each NPC when some of them are clones?
Ah yeah good point about that. I actually found the culprit, it was that I had movement costs way too high. But now I found that developing for XNA or iOS doesn't even have a pathfinding object...
It works fine except when my destination object (which moves by the way, so the find path action has to be used constantly) is like 200 pixels or closer to the top of the frame. Then it begins...
I mean I got it to work on a base level, but I want the object to make objects using the PMO determine whether or not ledges need to be used to jump up to a higher location.
Is there any way to use the pathfinding object in combination with the platform movement object?
I want to randomly generate active objects, which use the platform movement object, "standing" on the ground just off screen. The ground is made up of backdrop objects.
Glad I read this instead of taking time to see myself what the maximum number of global values and strings was that you could have. :)
OK a way around this is to set the object to XMouse and YMouse and hide the cursor with the mouse pointer and keyboard object that is built in to MMF2 and when the last of the object is destroyed,...
The first example would make objects only do the specified actions when 64 pixels away from the screen, the second one makes objects work regardless of whether they are on screen or not. To get the...
Yes this creates a big problem I've run into when you have like 10 different active objects you have to test for in the global events or behaviors and you have to test if something isn't overlapping...
Maybe Clickteam will tweak the option in the future where it can do that.
I believe so, Marv.
Highlight a group and right click and pick open all groups?
It didn't happen in a fresh MFA. I got it to stop happening in the project I had it happen in however by unchecking global object and then renaming it in one frame and creating a new object with the...
Before I begin, I'm using the most current build of MMF2. I had a global object in several frames of the application (marked to sync as same name and type) and then I deleted it from the first frame...
I'll PM you with how to use it.
Joey, do you want me to give you a tutorial on how to use OpenMPT? It's actually quite easy to use once you get the hang of it.
Not sure if this has been suggested before but this popped into my head the other night. Perhaps change the animation editor's animation speed value to work on a real time value basis of seconds,...
When I load an image into a Text Blitter object in my game, the colors are slightly off from the bitmap file the image was loaded from. Is it because my application is set to 256 color mode? I have...
I think you have to do the seemingly redundant one but I'm not sure why this is. I've always had to use on for each loop for <INSERTTHINGHERE> to get it to work. I also got this to work where I did...
iNudge is really fun and is indeed easy but it would be cool if you could make long songs with it rather than just little 4 second loops.
EDIT: OK I found the button to make the song longer so...
What do you need to know about OpenMPT? I've been using it for a while.
Are you using built in racecar movement? I think in the case of the bouncing ball movement, it just reverses the movement based on which part of the object collided, with random values thrown into...
That's what I meant, sorry if I wasn't clear in what I wrote.
Is there any way to open an email client with MMF Standard with a subject and recipient already entered into an email message?
As a general rule of thumb, you want to avoid fastloops and ForEach loops as much as possible because they are quite intensive. I think ForEach loops are slightly less intensive though. It's OK to...
Actually now that I think about it, the NES wouldn't be able to pull it off that way. I'm looking to do something like this:
http://www.youtube.com/watch?v=ryQWyDHPf-U
http://dominionofawesome.com/hacks/gun_name_generator/
Here's one I found on Google.
What I saw was done in MMF1.5 I believe, before or existed in MMF. I am already using or and it has 4 other conditions for one side of the or that I have to copy three more times in the same event...
I thought surface object has a alpha mode though where you could do soft edges with a little work.
Well I already know how to do it with two conditions, but I've seen it done in one condition years ago, I just can't remember how it was done.
Use the surface object, it would allow for multiple light sources which would simply not be possible with an active object that has a hole cut in it, and it also would probably use less CPU and RAM. ...
ExtensionView is a good extension finding program.
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=238968
LOL I like Marv's explanation.
Yeah but I saw years ago there was a way to do it. I keep trying Marv's example but it doesn't work in the same event.
Yeah that's what I was looking for, thank you!
LB, thank you, your knowledge of programming is a godsend. I was banging my head against a brick wall trying to figure it out.
That didn't work for me, I want it in a single event without using or to be something like
IF X position of Spawner less than 90
IF X position of Spawner greater than 180
THEN create Enemy.
This works with a ForEach loop where multiple enemies will spawn and set their X variable to the fixed value of the spawner, but I want to eliminate the need for a ForEach loop. It generates...
OK I know how to blast and send messages appropriately, but what I'm dumbfounded on is how to do enemies via Lacewing. I know it's best to do them on the server's side and send updates to the...
OK thanks, that clears that up.
OK well how do I get the external IP address without the user having to look it up?
I want my application to display the host's external IP address on the screen after they begin hosting so it...
Is it possible in about as many events to just send the above messages to the server and then both clients (including the one as the host) receive the message?
OK I have it where in my game the players pick to host a game or join a game through IP addresses, the latter the player enters an IP address to join the host's game. If host is picked, then the...
I'm not sure how you achieved the first example. I made a fresh dummy application with a box and the perspective object over it and set it to sine offset, horizontal, right/top, zoom value = 10,...
LB is right and I've done exactly as he says for old games of mine that I converted to use INI++.
Yeah, how do I retrieve the external IP address for the user without connecting to anything? I'm wanting to have the user who hosts the direct IP connect game to have their IP address shown as soon...
Yeah but I wasn't sure if it was actually working by connecting to 127.0.0.1.
Anyway I got that figured out thanks to your help, now is there any way to display the user's current IP address? ...
Oh OK, thanks. I wasn't sure because I don't have anyone who can test it with me. Saves me a lot of trouble getting someone to install Hamachi so I can test direct IP connect. ;)