Always: set xscale(active) to xscale(active)+1
set yscale(active) to yscale(active)+1
ennemy collides with active: destroy (active)
and the active has fade out. When itll get destroyed, it will get its original size.
Always: set xscale(active) to xscale(active)+1
set yscale(active) to yscale(active)+1
ennemy collides with active: destroy (active)
and the active has fade out. When itll get destroyed, it will get its original size.
Always: set xscale(active) to xscale(active)+1
set yscale(active) to yscale(active)+1
ennemy collides with active: destroy (active)
and the active has fade out. When itll get destroyed, it will get its original size.
Until it's fixed (if it's fixed) you could try the alternitive I have been using to get around using the fade in/out transition if that is what you're talking about. Only because I found MMF crashes when you use the fade in/out transition allot.
When you would normally destroy an object, cut all ties of movement off (stop if your using default) and then start to rapidly add to one of the alterable values. Set the visability of the object to the alterable value your adding to, and make it so that when the alterable value reaches 128, destroy it.
This same thing would work if you wanted fade in, but in the object properties, make it so that the visability alterable value is 127 (So it doesn't destroy it instantly, being 128), then subtract it quickly when you make the object. ;-) Hope this helps.
Until it's fixed (if it's fixed) you could try the alternitive I have been using to get around using the fade in/out transition if that is what you're talking about. Only because I found MMF crashes when you use the fade in/out transition allot.
When you would normally destroy an object, cut all ties of movement off (stop if your using default) and then start to rapidly add to one of the alterable values. Set the visability of the object to the alterable value your adding to, and make it so that when the alterable value reaches 128, destroy it.
This same thing would work if you wanted fade in, but in the object properties, make it so that the visability alterable value is 127 (So it doesn't destroy it instantly, being 128), then subtract it quickly when you make the object. ;-) Hope this helps.
You could always add +1 to the object's semitransparency and when it's equal to 128, destroy it--as opposed to using its ALT value. Not only will the object be able to move while it gets destroyed, but for some reason it feels safer than destroying it with the normal fade out.
Also, I found that using the Alpha Channel object to create frame fade-ins/outs is not slow at all. I think it's better because the objects can move while the frame fades in. I'm also talking about 320x240; I wouldn't know for 640x480. Does anyone get a slowdown while having 320x240 alpha channel objects on screen?
You could always add +1 to the object's semitransparency and when it's equal to 128, destroy it--as opposed to using its ALT value. Not only will the object be able to move while it gets destroyed, but for some reason it feels safer than destroying it with the normal fade out.
Also, I found that using the Alpha Channel object to create frame fade-ins/outs is not slow at all. I think it's better because the objects can move while the frame fades in. I'm also talking about 320x240; I wouldn't know for 640x480. Does anyone get a slowdown while having 320x240 alpha channel objects on screen?