User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 10 of 19

Thread: Looking into MMF2 Dev, a few q's...

  1. #1
    No Products Registered

    Join Date
    Jun 2007
    Posts
    40
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Looking into MMF2 Dev, a few q's...

    Hi guys, just a few questions about MMF2 I can't seem to find the answers to. Thanks to anyone that can help.

    Can the screen size be adjusted in the fly? For example, if I designed a game for a 1024x768 screen, could the player change the size of all screens (frames) to 800x600 from a menu? Would the graphics scale correctly?

    Is MMF ever going to support hardware acceleration? (as an option)

    How fast is MMF2? I know it supports 20,000 objects, but can it throw that many around?

    What keyboards does MMF support? An example of this is- does it support German keyboards? (I'm not German, just wondering as a small game I wrote using Blitz3D had that issue).

  2. #2
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
    Sphax's Avatar
    Join Date
    Jun 2006
    Location
    Paris, France
    Posts
    4,454
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Looking into MMF2 Dev, a few q's...

    Can the screen size be adjusted in the fly? For example, if I designed a game for a 1024x768 screen, could the player change the size of all screens (frames) to 800x600 from a menu?
    > You can change the size of the frame
    > You can also change the virtual size of the frame
    > You can also change the main window size and the inner window size
    > But I think in your case, you want to resize the render, so you can enable the option "resize the frame size to fit the window" and then resize the window of your game.

    Would the graphics scale correctly?
    > With the last previous solution, yes.

    Is MMF ever going to support hardware acceleration? (as an option)
    > YES

    How fast is MMF2?
    > It depends of your game/application

    I know it supports 20,000 objects, but can it throw that many around?
    > It depends how objects are handled in your game/application.

    What keyboards does MMF support?
    > I think it support all keyboard but by default, some keys are not allowed. For a better keys support, some extensions are available.

    An example of this is- does it support German keyboards? (I'm not German, just wondering as a small game I wrote using Blitz3D had that issue).
    > I think Yes, Tiles use a lot MMF.

  3. #3
    No Products Registered

    Join Date
    Jun 2007
    Posts
    40
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Looking into MMF2 Dev, a few q's...

    Thanks Sphax, I appreciate the answers. Do you know for which version hardware acceleration is going to be added... such as version 3 of MMF?

    Quote Originally Posted by Sphax
    But I think in your case, you want to resize the render, so you can enable the option "resize the frame size to fit the window" and then resize the window of your game.
    How would I do this exactly (having only used MMF for a short while so far)

    Thanks again.

  4. #4
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module

    Join Date
    Jun 2006
    Posts
    1,324
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Looking into MMF2 Dev, a few q's...

    To quote Francois:
    'wait for hardware acceleration that will be out sometimes in autumn. '
    from this thread:
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=43922&page=0&fp art=2

    No mention of MMF3 in that statement.


  5. #5
    No Products Registered

    Join Date
    Jun 2007
    Posts
    40
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Looking into MMF2 Dev, a few q's...

    Thanks also Sarah... I didn't see that thread. I'm in Australia, so when exactly is autumn according to Francois?

  6. #6
    Clicker Multimedia Fusion 2 Developer

    Join Date
    Jun 2006
    Location
    Darlington, UK
    Posts
    3,298
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Looking into MMF2 Dev, a few q's...

    Well, we're northern hemisphere (Clickteam is French) so it's towards the end of the year (Mid September-Mid December officially I think).

  7. #7
    No Products Registered

    Join Date
    Jun 2007
    Posts
    40
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Looking into MMF2 Dev, a few q's...

    Great, thanks Dynasoft.

  8. #8
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module

    Join Date
    Jun 2006
    Posts
    1,324
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Looking into MMF2 Dev, a few q's...

    Can the screen size be adjusted in the fly? For example, if I designed a game for a 1024x768 screen, could the player change the size of all screens (frames) to 800x600 from a menu? Would the graphics scale correctly?
    I'm using Windows XP SP2 and my monitor is CRT. The window size of my app is 1024*768. The frame size is also 1024*768. In the Window Properties of my application, I have done the following:

    - unchecked all the Style items (heading etc)
    - unchecked all the Menu items
    - under Options, I've checked Change Resolution Mode and nothing else.

    OK... Now (not in MMF) I reset my Windows Display Properties to give screen resolution 800*600. Fire up MMF and run the above app - and it looks and runs just fine.

  9. #9
    No Products Registered

    Join Date
    Jun 2007
    Posts
    40
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Looking into MMF2 Dev, a few q's...

    Thanks Sarah, but what I'd like to do is have the user change the screen resolution (and perhaps screen refresh rate) to that of their choosing, from within the application. Although MFF isn't yet suitable to the level of game development I'd like to use it for (hardware acceleration would no doubt address to some degree) if I were to use it, I'd have options for the user to adjust the game's resolution to either increase the framerate, or allow the user to run the application at a certain windowed size.

    Generally, users wouldn't adjust their Windows desktop resolution to provide a resolution change for a game. I have noticed the window control object available for frames, but it'd be great if Sphax could point out where some of the other options he mentioned might be found.

  10. #10
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleInstall Creator ProPatch Maker
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    DJFuego's Avatar
    Join Date
    Jul 2006
    Location
    UK
    Posts
    1,416
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)

    Re: Looking into MMF2 Dev, a few q's...

    Yeah, there used to be an extension that did this on the fly with mmf 1.5 but you will need to make a front end app that sends a commandline to the main application you have made. It could also benchmark the system and then run the main app/game.

Page 1 of 2 1 2 LastLast

Similar Threads

  1. Replies: 3
    Last Post: 7th January 2013, 12:35 PM
  2. SOLVED: MMf2 Standard to MMf2 Developer Error
    By iamjot in forum Multimedia Fusion 2 - Technical Support
    Replies: 5
    Last Post: 21st January 2011, 06:03 PM
  3. Mmf2 X MMf2 Developer (Talking about flash)
    By PandaExplosion in forum SWF/Flash Export Module Version 2.0
    Replies: 21
    Last Post: 18th December 2010, 01:55 AM
  4. passage d'appli MMF2 anglais à MMF2 français
    By mig3 in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 15th February 2008, 04:51 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
  •