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Thread: MMF2's Collision is obviously BROKEN

  1. #31
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    Re: MMF2's Collision is obviously BROKEN

    Quote Originally Posted by dustingunn
    Quote Originally Posted by Corentin
    it's always been this way in MMF
    Nope. I've asked around. No one remembers the negated overlapping events being useless before.
    It's not what I meant, sorry if I wasn't clear : What I meant is that in MMF, if you want to test a specific instance, you have to loop through them.

    I don't think it's useless either

  2. #32
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    Re: MMF2's Collision is obviously BROKEN

    Isn't using fastloops for everything overkill? Here's how to do it without fastloops using 3 events.

    Then, of course, I agree with AndyH. The "overlapping with backdrop" and "overlapping with another object" conditions aren't really consistent in the way they work, and I'd prefer if the negated "overlapping with another object" worked the same way as for the background.

    ...but then again, this workaround is so simple that it doesn't matter. Almost all of the cases where I feel I'm using more events than I should have to are situations where I need "else", "for each" or sub-conditions, not when I need to negate an overlap condition.

  3. #33
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    Re: MMF2's Collision is obviously BROKEN

    That's a nice workaround Nifflas, although at the expense of an alterable variable or flag. Imagine having to detect overlap collisions with other actives and it starts getting a little more complicated tracking them all.

    Would make it simpler for us if it was consistent with the way Overlap Backdrop works.
    Andy H @ ovine.net
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  4. #34
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    Re: MMF2's Collision is obviously BROKEN

    I spent all day fixing every event that had negated overlapping events when I updated to build 249. Maybe it's because the game was converted from MMF1.5 originally, but it's been in MMF2 format for a long time now.

    Regardless of if build 248 was like that for everyone, it's still a flaw in MMF2's logic, and forces you to have 3 times as many events for what used to take only 1. Not to mention a wasted flag or value, and those still being limited for some reason, it becomes a nuisance.

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    Re: MMF2's Collision is obviously BROKEN

    You should fastloop instead.

  6. #36
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    Re: MMF2's Collision is obviously BROKEN

    Yea I'm having issues too. I've been on the same project for nearly 4 years. Before Build 249, it was fine. But many levels now that I have collision detection btw objects and overlapping won't work since i've updated to build 249. Before, It would work fine. So must be something with this build.

    It's extremelly frustrating, as all these bugs are appearing in my game, that did not exist before.

  7. #37
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    Re: MMF2's Collision is obviously BROKEN

    If you have a file that works differently in buid 248 then build 249 please send it into Yves. 249 is still in beta so he can look into it.

  8. #38
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    Re: MMF2's Collision is obviously BROKEN

    The files are huge. I'll see if I can strip one down.

  9. #39
    Clicker Multimedia Fusion 2 Developer

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    Re: MMF2's Collision is obviously BROKEN

    either way, if it's a flaw in the selection or collision, this is a serious bug and I bet many newcomers are confused by it!

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