I've been having a lot of problems with my ported game in MMF2. Allow me to explain. I'm creating a Sonic the Hedgehog fangame. For those of you familiar with the series, you should understand what I'm about to explain. The first problem is this. Sonic can become invincible if he breaks a box that has that power, when this happens, visual effects are created, like so: http://gamerdude.thisisourcorner.net/images/help1.jpg
Now, when I start moving throughout the level the counter in the top left part of the HUD start to move all over the place. Currently, they are in a layer seperate from the rest of the game's objects. Most game objects, including all objects that have to do with invincibility are in layer 3, the main layer. The HUD is layer 5 or 6 I believe. It moves along with the main layer. Here's what the counters looked like at one moment while going berserk: http://gamerdude.thisisourcorner.net/images/help2.jpg
Compare that screenshot to the first one. The first one shows where all the counters should be, the second shows them going berserk. Now, invincibility is only temporary and obviously ends after a period of time. Once invincibility is finished (the invincibility group in the event editor is deactivated), the counters stay put in whatever spot they're currently in. I have absolutely no reason why this happens. No event or action even references any of the counters or the HUD layer in the invincibility group, so I have reason to believe that nothing should affect the counters. No events tell the HUD layer to move anywhere, nor to reposition any of the counters at any place on the screen (not just in the invincibility group, but anywhere in the engine). Secondly, I've noted that only the counters are affected, not active objects, or at least not that I've noticed. It also seems to be confined to just the HUDs layer (changing layers doesn't help). What does help is taking away all the invincibility stars. If I remove them and stop them from being created, I get no problems. I've tried altering the way I create the stars (create object and shoot object) and it didn't help. I suspected maybe the object count might be the culprit, but this has happened in a level with 700 objects and in a level with 1100 objects. The frame's object limit is set to 7000 just to be safe, again, doesn't help.
I'm totally lost...this worked perfectly fine in MMF1, but ever since MMF2 it started to have problems. I'd rather not release the source, however, because of the severity of my problem, I'm willing to do so. If anyone thinks they may be able to fix it, I'm willing to send it to them. Thanks guys...hope someone can help me out.
Just as a note, I'm using the latest build of MMF2.




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. Hopefully Yves/Jeff will see this thread and possibly look into it...or at least confirm it is/isn't a problem.


