458 TGF to CTF 2.5+ Examples and games
http://www.castles-of-britain.com/mmf2examples.htm
i just noticed LIVES object will only count from the left
;can it also have count from left or right edit box (like counters [Animation] type does; it has count from left or right/ up or down)
i know we can just put an active in to simulate this and take the value from Lives counter, but straight out of the box, this should be a simple practice for that object
Do you have anything planned for version 295? Will you ever add Windows screen zooming with the screen zoom object?
any reason that I am able to delete .anm files after they loaded but not .ccn files?
it would be nice if .ccn behaved like that. being able to delete the file after loaded in.
458 TGF to CTF 2.5+ Examples and games
http://www.castles-of-britain.com/mmf2examples.htm
to nivram message - I was just testing around and noticed it.
besides ccn, can possibility for a option for actives to not build with current animation data be looked at? so users and load .anm file without clearing the actives before building?
It's just annoying to edit the active that has animations then clear that active before build.
Update: the build 294.12 is now available, it addresses a couple of issues reported for the build 294.11. In theory this is the next official version of the build 294.
I recently purchased the 2.5+ addon and i'm really liking it so far, child events and DX11 really do improve the app's performance by quite a margin, and it's generally easier to program with child events
Though when I was converting one of my projects to utilize the DLC features (like child events and such), I encountered a weird child events behavior that I don't think is quite logical...
For example, here are two events that are responsible for collision detection in my custom movement, they work as expected, objects collide normally with the window's edge and backdrops:
1.png
demo gif
Attachment 32009
Now when I tried converting it to use child events instead, things started to not work as expected (Basically objects do not collide properly with backdrops)
2.png
demo gif
Attachment 32013
For more details, here is how collision detection works in my custom movement:
I first run a foreach loop on all instances of the object that have Flag "Present" ON
3.png
Inside the foreach loop I run other fastloops:
4.png
For the "Mask.colliding" loop here is where I run it:
5.png
Basically the "Mask.colliding" loop is used for collision detection:
6.png
If the object is actually colliding (Flag "Collide" is On after checking for collisions via the "Mask colliding" loop) it will run the collision routine:
7.png
I don't know if this is important at all, maybe it has something to do with event optimization between nested loops and child events, idk, and sorry if the post is too big, just tried to explain in more detail
FINAL.png
Here is the mfa used: