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Thread: Suggestion - Local Values for every frame

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    Suggestion - Local Values for every frame

    Hi!
    In MMF we already have Global Values, but I think it would be cool if we'll have something like Local Values :P It would be the same thing like Global Values, but they could be definied for every frame separetly.
    I know that there are a lot of ways to do it now (for example, active object storing all of those values), but it would be very convenient if we could define them like Global Values

    I hope you know what I'm talking about xD

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    Re: Suggestion - Local Values for every frame

    Try out counter objects, they are the local values which you seek, they can display a number or a bar on the screen or can be made invisible and keep a number which the player aint supposed to know.

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    Re: Suggestion - Local Values for every frame

    Active objects are the best way to go for such a thing, I usually have one or two objects off screen storing all the "local" values the stage needs for my games. And they can be defined as you can name alterable values. :P

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    Re: Suggestion - Local Values for every frame

    Yes, i always use active objects for this too. Although i admit having a local values option (like global values) would be more convinient.

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    Re: Suggestion - Local Values for every frame

    I see you didn't read my whole post :/ I wrote that I know many ways to do that, but it would be just more convenient if we could define local values as we do it with Global Values.

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    Re: Suggestion - Local Values for every frame

    I agree.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Re: Suggestion - Local Values for every frame

    Unfortunately, if there is already a way to accomplish what you desire, Clickteam is not likely to implement it "until MMF3." If you think about it, this is a good thing, as they will instead spend time on what is not currently possible.

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    Re: Suggestion - Local Values for every frame

    I know, it's just an idea Clickteam has a lot of work with HWA, because they said it'll be in December, but they didn't tell which year xDDD Heh, just joking xD I know there's a lot of work with it

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    Re: Suggestion - Local Values for every frame

    Instead of having that they should build an "instance property inspector" like in pretty much EVERY other developing environment -
    where you can specify the individual values for instances on your screen - and not for the class/prototype/objecttype itself.
    With that you could set your "local values" in an active object (and you don't need a different one for every level) - you can set up the initial direction of enemies, the points the player gets for bonus objects, the starting animation of your scenery, etc. etc.

    It is about time..

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    Re: Suggestion - Local Values for every frame

    Quote Originally Posted by Random
    Instead of having that they should build an "instance property inspector" like in pretty much EVERY other developing environment -
    where you can specify the individual values for instances on your screen - and not for the class/prototype/objecttype itself.
    With that you could set your "local values" in an active object (and you don't need a different one for every level) - you can set up the initial direction of enemies, the points the player gets for bonus objects, the starting animation of your scenery, etc. etc.

    It is about time..
    yeah, the fact that the frame editor gives you little control over individual object instances (apart from X/Y positions and maybe a couple other things) is a huge hindrance; you're almost forced into making your own level editor in many cases

    instances are (usually) treated individually during runtime, so i don't see why they shouldn't be during edittime

    also, more on topic, i tried this and it works (well it's more of a per-layer variable set)... though it won't if you aren't using or planning to use HWA; plus it's not very user-friendly

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