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Thread: MMF2 Extension Pack 2 (Pre-version)

  1. #21
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    Re: MMF2 Extension Pack 2 (Pre-version)

    Yves that you say to me of the Joypad extension is complicated to turn it or the author does not appear. Excuse that is so annoying, but all my engines of MMF 1.5 works with that extension.
    Greetings,

    P.D.: Sorry my english

  2. #22
    Clickteam Clickteam

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    Re: MMF2 Extension Pack 2 (Pre-version)

    It's going to be converted. I'm not sure when though... I'll ask z33z.

    Yves.

  3. #23
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    Re: MMF2 Extension Pack 2 (Pre-version)

    Ives thanks for your answer, I hope that it is soon. And the last one asks extension DMC 1 will be turned?
    Greetings,

  4. #24
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    Re: MMF2 Extension Pack 2 (Pre-version)

    Is there a reason that we shouldn't still use them? Let's say you create a new frame in an old application and want to continue to use the same extension because that's what has been used in all of the others. And couldn't you just copy and paste the object into other frames anyway. I don't see the reason not to have them show up as extentions. I would try to replace them in a brand new application, but even then, if you had a tricky bunch of code, you would be tempted to copy and paste and reuse it rather than rewrite the whole thing.

    Also, the kctoken extension seems to have appeared but I didn't see it in the new list.

    Thanks for the quick work in getting the extensions converted.

    If I could get the Slider Bar and timex, I would be in pretty good shape.

    Steve

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    Re: MMF2 Extension Pack 2 (Pre-version)

    1 question!
    Does Mode7ex run that slow as in mmf1.5?

    Thanks!

  6. #26
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    Re: MMF2 Extension Pack 2 (Pre-version)

    []Is there a reason that we shouldn't still use them?[/]Mainly because it increases the file size without a good reason. It is also a bad habbit as you should be getting used to the shiny new built-in features.

    At the moment 'compatibility-only' extensions will be loaded if you load an application which uses them, but won't show up in the extension list.

    If you want them to be listed then open up \extensions\exts.ini and modify the cats entry for the specific extension (so that they don't have the value of 'none').
    .:::.Joshtek.:::.

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    Re: MMF2 Extension Pack 2 (Pre-version)

    Joshtek,

    I think your reasoning is sound as far as your not using old extensions. But why do you care if I use old extensions. I'm more concerned with meeting deadlines and keeping my business going while I work a full time job. And if doing that means using an old extension instead of learning the new one, well, that's life. I'll get to learn the shiny new MMF2 as soon as I can as I made the switch from Klik & Play to Click & Create to MMF1 to MMF1.5. By hiding the extensions, you just make it more confusing.

    Just my opinion.

    Steve

  8. #28
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    Re: MMF2 Extension Pack 2 (Pre-version)

    As Joshtek said, edit Exts.ini and modify the "cats" line if you want them to appear. You can show or hide the extensions you want. In a future version of MMF2 you'll be able to do it directly in the Insert New Object dialog box.

    Yves.

  9. #29
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    Re: MMF2 Extension Pack 2 (Pre-version)

    Update:

    The file has been updated with fixes in the Mode7ex object: you can now edit the images in the setup dialog box and the object now supports the MMF2 graphic filters, i.e. for example it can now load PNG files at runtime (in the previous version it was able to load only BMP files, as in MMF 1.5).

    I'm not sure if I can do something for the Popup message object, it must come from a difference somewhere in the MMF2 runtime, I'll try to take a look later.

    Yves.

  10. #30
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    Re: MMF2 Extension Pack 2 (Pre-version)

    I think a lot of games developpers wait for ControlX object... But I don't know if this object will be converted soon or not at all...

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