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Thread: MMF2 Build #243 (BETA)

  1. #141
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export Module
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    Re: MMF2 Build #243 (BETA)

    That would be a good idea MrK, it it is possible.
    Andy H @ ovine.net
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  2. #142
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    Re: MMF2 Build #243 (BETA)

    Why you can't place objects and have them still "in the hand"?

    (Like in TGF; right click, and you still have them in the hand)

  3. #143
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    Re: MMF2 Build #243 (BETA)

    I think it would be very handy to have a way for changing all runtime settings from within the standalone app if even possible

  4. #144
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    Re: MMF2 Build #243 (BETA)

    Tiles, create a seperate settings application that boots the main application with the command line options.

    For example if your application was called Luigi.exe, the settings application would have the following boot options:

    Example - Luigi.exe/DIB

    Including all the options below:

    /DIB => forces standard graphic mode
    /DIB3 => forces standard graphic mode, 256 colors
    /DIB4 => forces standard graphic mode, 16 millions of colors, 24 bits
    /DIB6 => forces standard graphic mode, 32768 colors
    /DIB7 => forces standard graphic mode, 65536 colors
    /DIB8 => forces standard graphic mode, 16 millions of colors, 32 bits
    /DDRAW => force DirectX + VRAM mode
    /NOVR => no VRAM
    /DEBUG => displays graphic mode in title bar
    /NOF => runs in windowed mode
    /NOC => prevents images from being compressed in memory (for internal test)
    /NOX => disables Alt+F4
    /VSYNC => forces V-Sync ON

  5. #145
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    Re: MMF2 Build #243 (BETA)

    It could be cool to put a command line for tested applications in general parameters of MMF2.

    Because sometimes I test applications which are in fullscreen mode and I don't like that, so I must change app settings...

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    Re: MMF2 Build #243 (BETA)

    Sphax, I think there's already an application property that does just that. I can't remember off the top of my head what it's called or where it is, though...

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    Re: MMF2 Build #243 (BETA)

    Thanks for this switches list Camm. Still i never figured out how to use this switches. Even with some help it refused to work here. I do something wrong for sure. But i don't know what

    So for me it would be handy when i could modify as much runtime items as possible from within the app and not by a second app. And not just when building an exe like it is now. I always wished to give my players the option to play fullscreen with changed resolution mode but also windowed mode by simply pressing a key for example. I hope i don't tell something wrong here. Maybe this is still possible in MMF2. Haven't found it yet though.

  8. #148
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    Re: MMF2 Build #243 (BETA)

    Sphax, you can specify command line switches when you run your application from MMF2 in the Command Line Options property of the application. To avoid running your application in full screen mode when you test it, enter /NOF in this property.

    Tiles, there are Set Full Screen Mode / Set Windowed Mode actions in the Storyboard object (don't work in DirectX modes). Also, to use command line switches with your stand-alone application, create a shortcut to the EXE, edit its properties and add the switch(es) to the command line (after the filename).

    Yves.

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    Re: MMF2 Build #243 (BETA)

    I know. But all my games work with DX on. And, as you tell it, with DX on we cannot ...

    This fullscreen stuff was just one example. Imagine to give us developers an inbuild way to provide the user with the settings posibilities that we currently just have when building the exe. At least for the features that are possible. That's what i meant. You cannot bother an user to play around with switches in my opinion. As told, even i don't get it to work.

  10. #150
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    Re: MMF2 Build #243 (BETA)

    If you change the window size of your app during you've opened a frame, the rectangle which shows the dimensions of the window won't refresh

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