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Thread: Number of Directions

  1. #11
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    Re: Number of Directions

    I wouldn't mind checking out an example like that <img src="/center/images/graemlins/smile.gif" alt="" />

    It would be a good "how to" type of file for making good 360 degree rotations.

    Sometime when you use the angle commands its doesn't look as pretty as if you used sprites in the animation editor.

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    Re: Number of Directions

    I wouldn't mind checking out an example like that <img src="/center/images/graemlins/smile.gif" alt="" />

    It would be a good "how to" type of file for making good 360 degree rotations.

    Sometime when you use the angle commands its doesn't look as pretty as if you used sprites in the animation editor.

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    Re: Number of Directions

    I understand it enough to not need an example, but thank you for the offer.

    I find it frustrating that we have to find a work around for more than 32 direction, its the one limitation that I really really thought would be gone from MMF2.

    A work around is ok but it means jerky animation on rotations, and for something so basic I find it irritating enough to consider not buying MMF2. After making games with Clickteam for nearly 12 years, thats really sad.

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    Re: Number of Directions

    I understand it enough to not need an example, but thank you for the offer.

    I find it frustrating that we have to find a work around for more than 32 direction, its the one limitation that I really really thought would be gone from MMF2.

    A work around is ok but it means jerky animation on rotations, and for something so basic I find it irritating enough to consider not buying MMF2. After making games with Clickteam for nearly 12 years, thats really sad.

  5. #15
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    Re: Number of Directions

    MMF2 is not really limited to 32 directions since you can rotate any active object in runtime at 360degrees. So you can create a sprite with a single animation wich pointed on the right and program a little trigo functions for making what you want : 360degrees.
    Look at this (little trigo tutorial by me )

    For 32direction it's easiest than before because you can check "Automatic rotation" in the active object property.

  6. #16
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    Re: Number of Directions

    MMF2 is not really limited to 32 directions since you can rotate any active object in runtime at 360degrees. So you can create a sprite with a single animation wich pointed on the right and program a little trigo functions for making what you want : 360degrees.
    Look at this (little trigo tutorial by me )

    For 32direction it's easiest than before because you can check "Automatic rotation" in the active object property.

  7. #17
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    Re: Number of Directions

    I'm sure it could be frustrating to implement, although I don't think there would be a performance hit (e.g. jerky animations) if you were careful about it.

    The whole point of MMF (and most other Clickteam products) is being able to create software in a miniscule fraction of the time it would take in a "real" programming language. In this respect, MMF 2 gives you a HUGE amount of power in designing 2D games. However, this power also comes with a tradeoff---that you lose some of the flexibility and efficiency of an actual programming language. You have to weigh the pros and cons and decide whether you're willing to trade MMF 2's easy interface and extremely quick game creation for a more traditional programming language that will take a lot more time, but will give you more power, flexibility and performance overall, and not constrain you to the framework of an application like MMF 2.

    I'm just saying that if you want to take advantage of MMF's features, you have to be willing to work inside the MMF framework. If you can't stand that, then you might want to switch over to a "you can do anything to want to" language like C.

    Also keep in mind that you can make movement and object extensions for MMF 2 in C++. I haven't learned how to use the SDK yet (although I do plan to), but if you were really interested in it, you could try to make 360 degree movements and 360 degree direction animations like that. The 360 movement, at least, would be fairly easy to do I think.

    BTW, Jeff, if you want me to make an example like that, maybe I will. It would be a good addition to the file archive anyway and educational too.

  8. #18
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    Re: Number of Directions

    I'm sure it could be frustrating to implement, although I don't think there would be a performance hit (e.g. jerky animations) if you were careful about it.

    The whole point of MMF (and most other Clickteam products) is being able to create software in a miniscule fraction of the time it would take in a "real" programming language. In this respect, MMF 2 gives you a HUGE amount of power in designing 2D games. However, this power also comes with a tradeoff---that you lose some of the flexibility and efficiency of an actual programming language. You have to weigh the pros and cons and decide whether you're willing to trade MMF 2's easy interface and extremely quick game creation for a more traditional programming language that will take a lot more time, but will give you more power, flexibility and performance overall, and not constrain you to the framework of an application like MMF 2.

    I'm just saying that if you want to take advantage of MMF's features, you have to be willing to work inside the MMF framework. If you can't stand that, then you might want to switch over to a "you can do anything to want to" language like C.

    Also keep in mind that you can make movement and object extensions for MMF 2 in C++. I haven't learned how to use the SDK yet (although I do plan to), but if you were really interested in it, you could try to make 360 degree movements and 360 degree direction animations like that. The 360 movement, at least, would be fairly easy to do I think.

    BTW, Jeff, if you want me to make an example like that, maybe I will. It would be a good addition to the file archive anyway and educational too.

  9. #19
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    Re: Number of Directions

    Yes Walrus, I would like to see an example file demostrating what your saying above about using animations in a way to have more directions. It sounds very interesting. I can picture what your saying but I wonder how difficult it would be to impliment into peoples creations.

  10. #20
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    Re: Number of Directions

    Yes Walrus, I would like to see an example file demostrating what your saying above about using animations in a way to have more directions. It sounds very interesting. I can picture what your saying but I wonder how difficult it would be to impliment into peoples creations.

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