If only a single frame is started, the "Current number of frame" function always returns 1, instead of the corrent frame number.
See attached file.
If only a single frame is started, the "Current number of frame" function always returns 1, instead of the corrent frame number.
See attached file.
I think when only one frame is loaded to memory, it is the only one here. I doubt MMF loads all frames when you run just one of them..
BTW, how does this limit your games...?
I think it's not a bug because test a single frame build the application with this frame only. So this frame is the first.
It's not important...
Yes, it's how it works actually. I plan to add an option to give you the choice to save either one or all the frames when you click the Run Frame button.
Yves.
I find it important because I have to work around it.
Can't MMF just save the number of the frame that you run with that frame and link the "current frame" function to that number?
Then it would be accurate.
One reason why it's nice if it would still return the actual number of the frame (even if the others are not loaded), is that if you're for example creating savegame features in the global events, you might want to refer to what frame you saved in. This results that if you use "play frame", and wish to save your game, you store that you saved in frame 1, so you'll be unable to load that game, resulting in that you have to launch your entire application (not just a frame) to be able to test savegame features, unless you work around it.
It has caused some problems for me too, although it's easy to work around.