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Thread: MMF2 Changes

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleXNA Export Module

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    MMF2 Changes

    1. Sometimes MMF1.5 was picky about what order the actions were executed in and this would cause me to have to rearrange some actions to get some of my games working correctly. Has this problem been fixed in MMF2?

    2. When I added many sprites MMF1.5 would slow down to a crawl. Has this problem been fixed in MMF2?

    Jason

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleXNA Export Module

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    MMF2 Changes

    1. Sometimes MMF1.5 was picky about what order the actions were executed in and this would cause me to have to rearrange some actions to get some of my games working correctly. Has this problem been fixed in MMF2?

    2. When I added many sprites MMF1.5 would slow down to a crawl. Has this problem been fixed in MMF2?

    Jason

  3. #3
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    Re: MMF2 Changes

    I think the reason why the events needed to be rearranged is because they were checked were repeatedly checked from top to bottom to see if they were true. I havent seen if this happens in MMF2 yet, but give the demo a go.

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    Re: MMF2 Changes

    I think the reason why the events needed to be rearranged is because they were checked were repeatedly checked from top to bottom to see if they were true. I havent seen if this happens in MMF2 yet, but give the demo a go.

  5. #5
    Clicker Multimedia Fusion 2

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    Re: MMF2 Changes

    []1. Sometimes MMF1.5 was picky about what order the actions were executed in and this would cause me to have to rearrange some actions to get some of my games working correctly. Has this problem been fixed in MMF2?

    2. When I added many sprites MMF1.5 would slow down to a crawl. Has this problem been fixed in MMF2?

    Jason [/]

    That's for a reason, The events are executed in order. It's most definitely not a bug, You need to be able to control things like that.

  6. #6
    Clicker Multimedia Fusion 2

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    Re: MMF2 Changes

    []1. Sometimes MMF1.5 was picky about what order the actions were executed in and this would cause me to have to rearrange some actions to get some of my games working correctly. Has this problem been fixed in MMF2?

    2. When I added many sprites MMF1.5 would slow down to a crawl. Has this problem been fixed in MMF2?

    Jason [/]

    That's for a reason, The events are executed in order. It's most definitely not a bug, You need to be able to control things like that.

  7. #7
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module

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    Re: MMF2 Changes

    []1. Sometimes MMF1.5 was picky about what order the actions were executed in and this would cause me to have to rearrange some actions to get some of my games working correctly. Has this problem been fixed in MMF2?

    2. When I added many sprites MMF1.5 would slow down to a crawl. Has this problem been fixed in MMF2?
    [/]

    1.Francois wrote an article called "Making the most of the Runtime Engine" which explained about event order. I can't find it on the site at the moment, but I'm sure it will be added to the tutorial section soon.

    2. How many sprites you can have moving around the screen depends on many things:
    a) How big the sprites are.
    b) How powerful your PC is.
    c) What colour resolution both your app and the target machine are using.
    d) Whether or not you crop the images
    e) How many collisions you are looking for and how often.
    f) Whether you include antialiasing, or transparency or ink effects.
    g) Whether the app scrolls.
    h) What screen resolution the app needs. The higher the resolution, the more resources the app is likely to need.

    * You can have a single very large animated sprite even on an ancient machine, if there are few collisions, and neither the app nor the PC are in True Colour mode.

    * You can have 100 60*60 moving sprites on the screen of an old PC if there are no collisions.

    * You need to study the use of VRAM, VSync, DirectX and Machine Independent speed to get the best performance for your particular app.

    Sarah

  8. #8
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module

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    Re: MMF2 Changes

    []1. Sometimes MMF1.5 was picky about what order the actions were executed in and this would cause me to have to rearrange some actions to get some of my games working correctly. Has this problem been fixed in MMF2?

    2. When I added many sprites MMF1.5 would slow down to a crawl. Has this problem been fixed in MMF2?
    [/]

    1.Francois wrote an article called "Making the most of the Runtime Engine" which explained about event order. I can't find it on the site at the moment, but I'm sure it will be added to the tutorial section soon.

    2. How many sprites you can have moving around the screen depends on many things:
    a) How big the sprites are.
    b) How powerful your PC is.
    c) What colour resolution both your app and the target machine are using.
    d) Whether or not you crop the images
    e) How many collisions you are looking for and how often.
    f) Whether you include antialiasing, or transparency or ink effects.
    g) Whether the app scrolls.
    h) What screen resolution the app needs. The higher the resolution, the more resources the app is likely to need.

    * You can have a single very large animated sprite even on an ancient machine, if there are few collisions, and neither the app nor the PC are in True Colour mode.

    * You can have 100 60*60 moving sprites on the screen of an old PC if there are no collisions.

    * You need to study the use of VRAM, VSync, DirectX and Machine Independent speed to get the best performance for your particular app.

    Sarah

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