User Tag List

Results 1 to 9 of 9

Thread: The Power of MMF2?

  1. #1
    No Products Registered

    Join Date
    May 2007
    Posts
    2
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    The Power of MMF2?

    Hello Clickteam community.

    I've been using Clickteam products for quite some time now, specifically The Games Factory (I). I purchased Multimedia Fusion 2 around late December, and have been curious about something.

    TGF was made in 1996, and its power is quite limited. I've experienced severe data loss when creating an application too large in size. That was then, this is now.

    I plan to create a game with a large amount of frames. I'm literally talking about 300~400 frames/levels. Do I plan to execute this? Yes. Will it take a long time? Probably a few years.

    Am I over my head? No.

    I've done some serious planning, and basically know exactly what I need to do.

    But let me state the most crucial part of this post.

    How much can MMF2 handle? Is a 300~400 frame application possible?

    Thank you in advance.

  2. #2
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module

    Join Date
    Jun 2006
    Posts
    375
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: The Power of MMF2?

    I guess it is. But no doubt will the .exe have a huuuuuge filesize.

  3. #3
    No Products Registered

    Join Date
    Sep 2006
    Location
    Australia
    Posts
    161
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: The Power of MMF2?

    If there was a limit you could use sub-apps to span the game across multiple files.

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module

    Join Date
    Jun 2006
    Location
    UK
    Posts
    519
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: The Power of MMF2?

    You would definately need all your code to be efficient etc, or else it'll cause a lot of looooooong load times...

    But meh, you can always split it up into different apps then combine it together as already suggested

  5. #5
    No Products Registered

    Join Date
    May 2007
    Posts
    2
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: The Power of MMF2?

    That was an idea I had in mind, and it's encouraging that it's now been suggested.

    I suppose for the most part I'll just have to work with it, and if any lag starts to occur/data loss, I'll split it up into multiple applications.

    Thank you for your responses.

  6. #6
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Francois's Avatar
    Join Date
    Jul 2006
    Location
    Montpellier, France
    Posts
    6,920
    Mentioned
    1 Post(s)
    Tagged
    1 Thread(s)

    Re: The Power of MMF2?

    Loading the application under MMF2 editor will be long if your application is huge. But loading in runtime will not be long: the runtime only loads the elements of a given frame. So if your individual frames are of normal size, it will be fast.
    MMF2 can handle very well this number of frames. Just remember when you do such a big project, to always do backups (enable the autobackup feature in the preference dialog).

  7. #7
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleInstall Creator Pro

    Join Date
    Jul 2006
    Location
    Germany
    Posts
    1,090
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: The Power of MMF2?

    I love to create everything within the Frame Editor, but for such a massive project, I'd prefer to create a level editor. Editing your game will be much easier with only one frame containing all the code. Imagine you discover a severe coding bug in Level 300. Or a slightly changed function of MMF which needs to be adjusted. Or want to apply some minor changes like speed values of the player or it's enemies. Would you like to edit hundreds of levels?

  8. #8
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module
    Nifflas's Avatar
    Join Date
    Jul 2006
    Posts
    2,613
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: The Power of MMF2?

    I agree with JoKa. If this is a realistic project, you should really learn to create a level editor using nests of fastloops, the active picture object (for pasting tiles into the level), and the binary extension (to store data). A custom level editor makes the level creation 10 times faster, it makes your game load faster, and you'll only need to use one frame.

  9. #9
    No Products Registered

    Join Date
    Mar 2007
    Location
    San Diego
    Posts
    280
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: The Power of MMF2?

    You may not want to make a level editor, depending on what kind of game you are creating. For example if you are creating a game that contains just a bunch of little "mini" games. Then a level editor would probably not be realistic because every level is completely different and requires different coding.

Similar Threads

  1. Function Eggtimer problem // Power Function for MMF2 Android?
    By ogrgkyle in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 24th May 2013, 03:17 AM
  2. 2 power of 3 / 2^3 in MMF2?
    By King_Cool in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 29th July 2012, 06:17 AM
  3. [Demo] MMF2 Pixel shaders power
    By Sphax in forum File Archive
    Replies: 24
    Last Post: 23rd October 2007, 10:20 PM
  4. MMF2 eats CPU power...
    By Nifflas in forum Multimedia Fusion 2 - Technical Support
    Replies: 43
    Last Post: 3rd July 2006, 11:27 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •