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Thread: [MMF2] Groups in behaviours

  1. #11
    Clicker Multimedia Fusion 2Install Creator Pro
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    Re: [MMF2] Groups in behaviours

    Have you already made all the frames, or do you just plan on making a lot?

    If you just plan on making a lot, you can do the same thing I'm doing with my project: Create a "debug level", where you make all the code that needs to be in every frame. Test it in EVERY way you can think of. Get it perfect.

    Once that's done, delete as many objects from it as you can. Any active objects with specific functions stay (move them outside the play area), and at least one object from each group stays. So, the frame should be blank, but have all the required objects just outside the play area.

    Now, title this "Blank Level", and each time you want to make a new frame, copy/paste this frame and build the level in it. Remember to re-use the objects outside the play area before adding new ones in.



    Alternatively, just put all the groups you need to copy/paste inside yet another group, and copy/paste that one (although you can just select multiple groups at a time).

  2. #12
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Re: [MMF2] Groups in behaviours

    It sounds like it might be a lot easier for you if you make one frame to interpret data pulled in from outside, and write every level to be loaded and played within that single frame.

  3. #13
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    Re: [MMF2] Groups in behaviours

    Yes but if i have 500 frames, it will take long time to paste each groups
    lol- forward planning = less pain

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    Re: [MMF2] Groups in behaviours

    @Namida -> You re right, it's how i do my work, but imagine i have a dream ands to add a new function to my mario, i ll must to paste the code in every frames ^^, it's just that my problem, and if behaviors allow groups, i should add extra function easily ^^, i add my project file : (not completed yet) : http://dl.free.fr/t9bK4ID4W

  5. #15
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    Re: [MMF2] Groups in behaviours

    Maybe you could do it in a group in global events and just activate the group on your game's frames and disable the group other frames.
    Working as fast as I can on Fusion 3

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    Re: [MMF2] Groups in behaviours

    No, the same problem happened, there are no qualifiers in global events x)

  7. #17
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    Re: [MMF2] Groups in behaviours

    Hm.
    This is a long shot, but it may work for your purposes:

    Make an invisible object. Whenever an event on a group should trigger, in the frame event editor, set it's flags on (a different one for each different effect). Then in this object's behaviours, set what you want to happen. At the end of the event list (or start? do behaviours run before or after?), put Always -> Flag off.

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    Re: [MMF2] Groups in behaviours

    I'll wait for the next version of MMF for this functions, for now on, i'll do as you say in your previous post Namida, thx for all

  9. #19
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    Re: [MMF2] Groups in behaviours

    Just remember that if you need to identify a specific object inside a group, you must turn a flag on on it or in some other way identify it apart from the rest, as since it's in a seperate event, it won't already be filtered.

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    Re: [MMF2] Groups in behaviours

    Thanks :P but i know this. (Check the goomba code if you have time, his gravity is set by his flag)

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