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Thread: MMF2 Build 252 - Beta

  1. #121
    Clicker

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    Re: MMF2 Build 252 - Beta

    Can display the warning message if freespace of the temporary drive is insufficient when extracting the included external files(use "Include external files" option.)?

  2. #122
    Clicker

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    Re: MMF2 Build 252 - Beta

    - I ran pause sub-application at several times in the parent frame.
    It needs run the resume event same times.

    - Hidden mouse pointer appeared when the sub-app paused.
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=248397#Post2483 97

  3. #123
    Clicker

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    Re: MMF2 Build 252 - Beta

    - Wipe with color option doesn't work Counter and String object when these objects before moving (Active object with static movement, too.).

    - Wiped color of Active object not show in frame editor.

  4. #124
    Clickteam Clickteam

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    Re: MMF2 Build 252 - Beta

    I think this option will be dropped in MMF3 anyway. It's not compatible with HWA and other runtimes. We won't try to make it to work better.

  5. #125
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    Re: MMF2 Build 252 - Beta

    I have noticed something about the varying display options:

    I have uploaded a picture of 2 pairs of active objects, each of them are exactly alike. An 'orange square and a gray square (r 100 g 100 b 100).



    Is this supposed to be displayed like this, or does the resulting outcome reflect the display option? I'd like the RGB coefficients to make the 'gray box' appear exactly as it does in the standard display for what I need to do.

    Since I am using animation objects, the only way I can successfully get the result I need with exact color and tone is to make several animations and then have the animation object reassign a different colored animation into the animation object.

    As it is right now, if I replace the RGB coefficient to my desired color, because the Direct3D does not properly display the subtractions the way they appear in the Standard display. I don't know if this is a bug or not...but is it worth looking into (Even if I use an active object and set it to 'replace color' by way of coefficient, or if I use an active object and have the frames of the object replaced with external files, the end result in Direct3D display is still the same)?

    Thank you

  6. #126
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    Re: MMF2 Build 252 - Beta

    This new version broke everything in my game and then removed the old version. Great success!

  7. #127
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: MMF2 Build 252 - Beta

    I just read this thread -

    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=248507#Post2485 07

    Apparently MMF2 adds extra space after the app/games version info. It would be nice if this could be fixed so it does not do that without needing to use extra programs to correct it.

  8. #128
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    Re: MMF2 Build 252 - Beta

    http://dl.dropbox.com/u/1550500/mmfun.png

    The amount of things this update broke is astounding. Changing animation direction doesn't seem to work, many positional things, action points don't update when you change directions, collisions involving loops like with fast bullets, etc. This basically isn't backwards compatible at all and a warning would have been nice.

  9. #129
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    Re: MMF2 Build 252 - Beta

    Quote Originally Posted by Yves
    The build #252 is available, as beta version.
    (...)
    As usual make backup copies of your applications before loading/saving them with this beta version.

  10. #130
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    Re: MMF2 Build 252 - Beta

    not talking about my application, but it's a pain to have to dig out my old MMF2 CD to reinstall.

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