User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 10 of 12

Thread: Fast Loops - What, When And Why?

  1. #1
    No Products Registered

    Join Date
    Mar 2010
    Posts
    8
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Fast Loops - What, When And Why?

    Hi everyone,
    I have read the section in the MMF2 manual about fast loops, searched for them on the forum and watched the video tutorial about them. I understand how they work but I think I am misunderstanding something about them. I thought that by asking a few questions I might get to grips with them more readily, please see below:

    What kind of actions should fast loops be used for? Is there any reason not to put all of the gameplay events in an arcade shooter inside a series of fast loops?
    When, if ever, might fast loops be a bad idea?
    Why should I use fast loops instead of increasing the frame rate of the application?

    Cheers!

  2. #2
    Clickteam Clickteam
    LB's Avatar
    Join Date
    Jun 2007
    Location
    Richardson, Texas, North America
    Posts
    8,937
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)

    Re: Fast Loops - What, When And Why?

    Fastloops happen before the frame refreshes, or between frames as I like to think. They are good for intanstly teleporting against a wall, eg for sensors, that would otherwise take several frames to move without going through very very thin walls. There are a couple very good applications of fastloops here:
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=175413#Post1754 13
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=171004#Post1710 04


    They are also good for instantly loading a list, or just doing something repetitive with a variable between frames. I'm sure lots of other users will contribute to this thread about what fastloops can also be handy and dandy for.
    Working as fast as I can on Fusion 3

  3. #3
    Clicker

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
    mobichan's Avatar
    Join Date
    Oct 2007
    Location
    Buffalo, NY
    Posts
    3,310
    Mentioned
    28 Post(s)
    Tagged
    0 Thread(s)

    Re: Fast Loops - What, When And Why?

    They are invaluable for object selection if you need to apply changes to one particular copy of an object. There are ways of doing object selection without them, but many times you may want to select an object and do something relative to its position (for instance, create a bullet when an enemy animation reaches a certain frame).

    Nested fastloops are great for running through all enemies every frame and then applying changes to certain enemies that meet certain conditions. The list goes on and on...

    But keep in mind that some of these uses for fastloops are not that easy to grasp if you are new to MMF.

    My 2 cents,

    Mobichan

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Tisnart's Avatar
    Join Date
    Feb 2008
    Location
    On, Canada
    Posts
    1,073
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)

    Re: Fast Loops - What, When And Why?

    Have you checked out pixeltheif's article http://create-games.com/article.asp?id=1937
    It's very informative

  5. #5
    Clicker Multimedia Fusion 2Install Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

    Join Date
    Jan 2010
    Posts
    86
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Fast Loops - What, When And Why?

    When you're just doing basic stuff, you'll do better without them. But when you get to an advanced level, you will depend on them like hell.

  6. #6
    No Products Registered

    Join Date
    Mar 2010
    Posts
    8
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Fast Loops - What, When And Why?

    Thanks, these links were exactly the kind of thing I was looking for! I have to say, I'm not really understanding a reason to not put entire games in them but that is due to my inexperience.

  7. #7
    Clickteam Clickteam
    LB's Avatar
    Join Date
    Jun 2007
    Location
    Richardson, Texas, North America
    Posts
    8,937
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)

    Re: Fast Loops - What, When And Why?

    It's because fast loops happen between frames, so if you had an infinite fast loop with no commands to stop it, the frame would never redraw and you'd have an invisible game. :p
    Working as fast as I can on Fusion 3

  8. #8
    No Products Registered

    Join Date
    Mar 2007
    Location
    Sydney, Australia
    Posts
    1,369
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Fast Loops - What, When And Why?

    Quote Originally Posted by LB
    It's because fast loops happen between frames, so if you had an infinite fast loop with no commands to stop it, the frame would never redraw and you'd have an invisible game. :p
    plus a locked up machine

  9. #9
    Clicker Multimedia Fusion 2 Developer

    Join Date
    Jun 2006
    Location
    Darlington, UK
    Posts
    3,298
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Fast Loops - What, When And Why?

    IIRC, fast loops are the only way to make a set of objects (e.g. homing missiles, turrets) all choose the closest of another set of objects (e.g. enemies).

    They're also the only way to solve the problem LB mentions, with small fast objects (i.e. bullets) going straight through thin walls.

    There are other things that are only possible with fastloops too.

    They're frequently used for forcing MMF to run code for each duplicate of an object individually, but it's often not necessary, and is just slowing down the game of the person who used them. e.g. the many-many test I mentioned first can be done with only one fast loop, but it's normally implemented with two nested loops. EDIT: Bad example, the one-loop version requires my select object extension. Lets go with mobichan's "create a bullet when an enemy animation reaches a certain frame", which actually doesn't need a fastloop at all...

  10. #10
    Clicker Multimedia Fusion 2Install Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

    Join Date
    Jan 2010
    Posts
    86
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Fast Loops - What, When And Why?

    Small Question: Can you make an infinite fastloop? (So the only way to stop it is the "Stop Loop" action)

Page 1 of 2 1 2 LastLast

Similar Threads

  1. Fast loops
    By Idn in forum Multimedia Fusion 2 - Technical Support
    Replies: 6
    Last Post: 22nd March 2011, 06:43 PM
  2. Fast Loops vs Grouped Fast Loops vs ForEach
    By Ryan in forum Multimedia Fusion 2 - Technical Support
    Replies: 5
    Last Post: 6th August 2010, 12:22 PM
  3. fast loops
    By willow in forum Multimedia Fusion 2 - Technical Support
    Replies: 20
    Last Post: 11th November 2009, 12:00 AM
  4. I don't get Fast Loops, please help.
    By Carlos182 in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 12th September 2009, 08:43 AM
  5. fast loops
    By delusan in forum The Games Factory 2 - Technical Support
    Replies: 2
    Last Post: 26th July 2007, 07:04 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •