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Thread: Problem copying events among frames

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    Problem copying events among frames

    Given that global events and qualifiers are currently mutually exclusive features, I opted to use qualifiers. My plan was to put all of the "global" events into a single parent group in the event editor. Then, when necessary (after making changes to events etc.), I would copy the group into all the other frames. It's annoying, but simple and workable (I thought) replacement for global events.

    Then I ran into a problem. When you "create objects" in events, you normally do not have to keep the objects in the frame editor. Just delete them to avoid cluttering things. However, when I copied the group from the first frame to a new (mostly empty) frame, I got the "shortcuts created" warning. There are two issues here:
    1. It seems reasonable to expect MMF to transfer the objects from Create Object events along with the objects. After all, if I ultimately don't need them in the frame editor, why should I have to go copy 30 objects into a new frame and then delete them again just to resolve the shortcuts?
    2. Worse, most (maybe all) of the objects were global! Even if the pasting did create shortcuts, shouldn't MMF automatically resolve those shortcuts to the global objects with the same name?

    I'm using the demo, build 240. Has this been corrected in a later build? Or will there be some kind of workaround for not being able to use qualifiers in global events? Honestly, this bothers me more than any of the other bugs or feature requests that anyone has mentioned. It's been a problem in Click programming since KnP---it seems like you have to create the entire game engine in one frame and set it in stone before you can create the rest of the levels by copying/pasting the entire frame. With global events, that was partly fixed, but they are nearly unusable with a major game engine unless you have qualifiers.

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    Problem copying events among frames

    Given that global events and qualifiers are currently mutually exclusive features, I opted to use qualifiers. My plan was to put all of the "global" events into a single parent group in the event editor. Then, when necessary (after making changes to events etc.), I would copy the group into all the other frames. It's annoying, but simple and workable (I thought) replacement for global events.

    Then I ran into a problem. When you "create objects" in events, you normally do not have to keep the objects in the frame editor. Just delete them to avoid cluttering things. However, when I copied the group from the first frame to a new (mostly empty) frame, I got the "shortcuts created" warning. There are two issues here:
    1. It seems reasonable to expect MMF to transfer the objects from Create Object events along with the objects. After all, if I ultimately don't need them in the frame editor, why should I have to go copy 30 objects into a new frame and then delete them again just to resolve the shortcuts?
    2. Worse, most (maybe all) of the objects were global! Even if the pasting did create shortcuts, shouldn't MMF automatically resolve those shortcuts to the global objects with the same name?

    I'm using the demo, build 240. Has this been corrected in a later build? Or will there be some kind of workaround for not being able to use qualifiers in global events? Honestly, this bothers me more than any of the other bugs or feature requests that anyone has mentioned. It's been a problem in Click programming since KnP---it seems like you have to create the entire game engine in one frame and set it in stone before you can create the rest of the levels by copying/pasting the entire frame. With global events, that was partly fixed, but they are nearly unusable with a major game engine unless you have qualifiers.

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    Re: Problem copying events among frames

    Does any one else find this sort of thing to be a problem? Are there any workarounds?

    I find that making a large game in MMF is difficult, because of the huge barrier between frames. Suppose my game has 20 or 30 levels, and I want to rearrange some of the counters that show up all the time (life/score/etc.). I would have to edit every single level. At least "global objects" solve the problem of graphical and properties changes to objects. The counter-arranging problem could be solved by using "start of frame > create object" events instead of placing the objects in the frame, but as I noted above, a bug prevents MMF from copying Create Object actions into frames where the objects haven't been already loaded, even if they are global objects.

    How can I load an object into every frame without adding it through the frame editor in all N frames? I would really like to see this issue addressed, along with qualifiers in global events. Global events should be as powerful as frame events---anything less limits the user's ability to use features in a medium- to large-scale project.

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    Re: Problem copying events among frames

    Does any one else find this sort of thing to be a problem? Are there any workarounds?

    I find that making a large game in MMF is difficult, because of the huge barrier between frames. Suppose my game has 20 or 30 levels, and I want to rearrange some of the counters that show up all the time (life/score/etc.). I would have to edit every single level. At least "global objects" solve the problem of graphical and properties changes to objects. The counter-arranging problem could be solved by using "start of frame > create object" events instead of placing the objects in the frame, but as I noted above, a bug prevents MMF from copying Create Object actions into frames where the objects haven't been already loaded, even if they are global objects.

    How can I load an object into every frame without adding it through the frame editor in all N frames? I would really like to see this issue addressed, along with qualifiers in global events. Global events should be as powerful as frame events---anything less limits the user's ability to use features in a medium- to large-scale project.

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