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.Originally Posted by dustingunn
I don't think it's useless either
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.Originally Posted by dustingunn
I don't think it's useless either
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.
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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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.
You should fastloop instead.






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.

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.






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

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!