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Thread: the way mmf handles animations...

  1. #11
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    Re: the way mmf handles animations...

    The problem i had (fixed now) was an event order issue. I was changing animations based on alt values but i'd put the code which changed the animation sequence before that code to change the alt value. The effect i was seeing was still to do with mmf switching animations automatically though, so i'd still like to see an option to stop this.

    Nifflas, i had a look at that bug example. Could the first frame of the animation being displayed for a random length of time be due to a fluctuating frame rate? Theres not much going on on the screen though.


  2. #12
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    Re: the way mmf handles animations...

    I'm confused I thought MMF 2 allowed total control over your animations? This might be too lazy a thing to be bothered with adding. More time could be used adding a more profound new option, like built in 360 shooting, or a Car movement that has built in brakes and drifting. I think all those can be coded too though whoops. heh

    I don't think MMF will ever do everything you can imagine.

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    Re: the way mmf handles animations...

    How is it lazy exactly? I explained what the problem is.

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    Re: the way mmf handles animations...

    Such a car movement can be made by a third party. And 360° shooting is (from how I see it) quite a complicated thing to add to MMF - especially compared to how easily you can do it with events.

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    Re: the way mmf handles animations...

    Clicktastic=Not personal, just an overall view. I'm sure there are hundreds of people that want that feature added that you explained. I've never had any complaints about how easy it is to get a character up and moving/functioning in MMF. It is by far that fastest and easiest of any program available. If you've tried others like Flash or a Raw programming language like C+ then you know what I mean.

    Random=Why would it be hard to add that? I've seen it done in other programs. Clickteam is probably the masters at getting complex things to function, so would it really be that hard to add? I bet there is a bonus pack in the works in the future that addresses these issues.

    Well bye.


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    Re: the way mmf handles animations...

    What i want is a correction, or rather an ammendment to the way an aspect of mmf functions. What you want is part of a game, which i think can be coded anyway. So i don't know about lazy.

    Also i don't know where "character up and moving", or using other software comes into it.

    Why such a fuss over sucha simple request?

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    Re: the way mmf handles animations...

    00J, because MMF "thinks" in 32 directions. That'd have to be changed. So it's a big thing.

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