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Thread: MMF2 Build #242 (Updated)

  1. #41
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module

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    Re: MMF2 Build #242 - BETA

    So... can we expect some news on Vitalize soon?

  2. #42
    Clickteam Clickteam

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    Re: MMF2 Build #242 - BETA

    Yes, I'm on it.

    Yves.

  3. #43
    Clickteam Clickteam

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    Re: MMF2 Build #242 - BETA

    Update: I've updated the build #242 again, as the Replace Object function (in the event editor) had stopped working. It's fixed.

    Sorry...

    Yves.

  4. #44
    Clicker Fusion 2.5 DeveloperSWF Export ModuleInstall Creator Pro

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    Re: MMF2 Build #242 (Updated)

    Oehpf.. i almost missed this one, w00t! Good job, im looking forward to the next updat that hopefully bringsback some features in the event editor.

  5. #45
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    Re: MMF2 Build #242 (Updated)

    A friend of mine asked me to ask this:

    When will the patch be distributed thru the "Check for Updates" thing in MMF2?

  6. #46
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    Re: MMF2 Build #242 (Updated)

    I've just updated the build 242 with 2 new fixes: the first one may prevent random problems when a frame has a transition (although this problem hasn't been reported, it could happen), and the second one fixes crashes that may happen at the end of a frame when objects contain transitions.

    I added these fixes as they were important (especially the second one).

    If nobody reports any problem with this patch, I'll enable it as automatic update tomorrow.

    Yves.

  7. #47
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module
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    Re: MMF2 Build #242 (Updated)

    So that's number three with the name Build 242. Wouldn't it be better to mark hotfixed Build Updates with let's say a small letter behind? Like MMF2 Build #242c or something?

    Because now, after installing the previous versions of Build 242, MMF tells me my Build is up to date: Build 242. But which one? <img src="/center/images/graemlins/wink.gif" alt="" />

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    Re: MMF2 Build #242 (Updated)

    I'm not sure if this has been resolved, but checking for an obstacle at a specified point should have a way to check for an obstacle at a specified layer, don't you think?

  9. #49
    Clicker Multimedia Fusion 2

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    Re: MMF2 Build #242 (Updated)

    I was wondering that myself just the other day.

    Also, will the demo be updated to the latest build?

    The interference of layers with collision detection was quite a serious bug, you don't want that in a Try Before You Buy app, or people will think MMF2 is more buggy than it now is.

  10. #50
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    Re: MMF2 Build #242 (Updated)

    I personally think, and this is just my opinion, but I think that checking for an obstacle or collision, should be apart of an active object, rather then collision mask. That way you could have:
    If obstacle at (Enemy X + 8) , (Enemy Y + 0) Then Destroy
    MMF2 would automatically select the enemy.
    This would be much more efficient then having to use a bunch of sensors for simple detections, if you ask me.

    In addition to that, but don't rush it, I would like to see collision masks as apart of the Image Editor, so you can have a visible channel, an alpha channel and a collision channel (mask).
    The collision mask would have 2 colors, white and black. white would represent a solid zone, which triggers the collision; while black would be an empty zone, which is clear of triggering.
    With that said, the channel would have 2 modes, 1 would be automatic, one would be manual. The automatic would automatically paint the white over area's where the image is visible, and black over area's that are transparent. Manual would require the person to go in, and actually paint the collision mask them self. Automatic would be on by default, obviously. Another small addition to this would be the ability to copy and paste a visible image into the collision mask, and any area's that were transparent in the image, would be black, anything visible, would be white. Alpha channels would make a fine line between white and black, at the center most grey area, between the two. So that area's that are really transparent, are black, and area's that are very visible, are white.
    I think this would be a great feature for active objects.

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