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Thread: MMF2 Build #249 - Pre-release version

  1. #111
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    Re: MMF2 Build #249 - Pre-release version

    BUG: I was just messing around with the new version and the collision detection with the 8 directions movement is horrendous. Let's say you move straight into a wall to your right. Pressing either the up or down arrow key will make you move lightning fast along the wall, something I don't really want.

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    Re: MMF2 Build #249 - Pre-release version

    That's not the collision detection, that's because the acceleration is kept for all directions. Try speeding up going right, then suddenly switch to going left. Instead of slowing down, turning around, then accelerating, you simple snap to the left.
    Working as fast as I can on Fusion 3

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    Re: MMF2 Build #249 - Pre-release version

    BUG: At least I think it's a bug.

    There seems to be a problem with instances of a group thinking it is coliding with another group when it is not.

    I have a suspension bridge effect in my platform game engine. I have 3 detecters, all apart of a group, that when overlapping the peaces of the bridge make them move down a little. Then when the detecters are not overlaping the bridge peaces they move back up to there original position.

    In the bace version of MMF2 it works fine and when the player walks across the bridge there is a nice bend in it that moves along with the player. However in the beta releaces all the peaces of the bridge will stay down untill the detecters are not overlapping any of the bridge peaces.

    I hope that explaines it. Also, I hope I'm not too late, it has been more than 2 days. Sorry to be a bother.

  4. #114
    Forum Moderator Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module

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    Re: MMF2 Build #249 - Pre-release version

    BUG: "User Pressing Any Key" does not work in all situations.

    I have produced a minimal example here. The specific key event fires while the general one does not. Seems to have to do with groups.
    -Mokhtar M. Khorshid

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    Re: MMF2 Build #249 - Pre-release version

    I think that this has something to do with the button having the focus. If you disable the 'Loading' group, and enable the 'Playing' group, the app terminates each time as you would expect.

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    Fastloops, arrays and subapps

    I'm experiencing a strange issue with a fastloop checking an array. It's in a subapp and shows the result in the main app.

    I have problems pinpointing what is happening but it seems the loop does not finish until I end the subapp.

    Are there any known issues with fastloops, arrays and/or subapps?

    BTW it works as expected in build 248.

    -------- edit ----------
    I remade this particular part so it works for now but it would still be interesting to know what I asked above.

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    Re: Fastloops, arrays and subapps

    Quote Originally Posted by Olivier
    I think that this has something to do with the button having the focus. If you disable the 'Loading' group, and enable the 'Playing' group, the app terminates each time as you would expect.
    You're right. I updated the example. If you push the button, you can't quit the application by pressing any key. If you don't push it you can quit.
    -Mokhtar M. Khorshid

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    Re: Fastloops, arrays and subapps

    Sorry, can't edit my post above.

    [color:#006600]Found the problem.[/color]
    [color:#660000]NOT! (See LBs post below)[/color]

    Sigh...


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    Re: Fastloops, arrays and subapps

    You don't have it set to share global values. ;P
    Working as fast as I can on Fusion 3

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    Re: Fastloops, arrays and subapps

    Quote Originally Posted by LB
    You don't have it set to share global values. ;P
    Ok, that one was a [size:14pt]big oops[/size]. Sorry.
    Have that ticked on my game parts though.
    Then I'm back on square one with fast loops searching arrays not working. I'll see if I can get another example up.

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