User Tag List

Page 2 of 2 FirstFirst 1 2
Results 11 to 15 of 15

Thread: All enemies are ONE big active object? Smart Plan?

  1. #11
    Clicker Multimedia Fusion 2 Developer

    Join Date
    Nov 2011
    Posts
    63
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks Crash, but it doesn't work.
    I want to progress to the next frame if all "EvilEyes" are destroyed even if there are other Enemies" in the game.
    I tried:

    - Number of "enemy" = 0
    - Animation "EvilEye" is playing
    --> Next Frame

    It should be:
    - Number of emenies with the animation sequence "Eveleye" = 0
    --> Next Frame

    Ideas?

  2. #12
    Clicker Fusion 2.5

    Join Date
    Mar 2007
    Posts
    495
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Try flipping the two conditions in your first solution.

  3. #13
    Forum Moderator

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
    nivram's Avatar
    Join Date
    Jul 2006
    Location
    Bandon, Oregon
    Posts
    6,773
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Crash86
    fewer objects updating globally (because that doesn't always work the way it should)
    Can you expand on this? I was unaware of this.

    Thanks,

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  4. #14
    Clicker Fusion 2.5

    Join Date
    Mar 2007
    Posts
    495
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Sometimes I often find that even though I have identical global objects in different frames, one will not update the others or it will update some but not others.
    So, the fewer global objects you have, the less management overhead you have in checking that they are the same.

    I think they mentioned that they were going to fix that with a dialog, warning you that MMF2 thought one global was no longer identical to its buddies and asking you whether you wanted your new changes to affect the others.
    Haven't seen any evidence of that happening though.

  5. #15
    Clicker Multimedia Fusion 2 Developer

    Join Date
    Nov 2011
    Posts
    63
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Crash86 View Post
    Try flipping the two conditions in your first solution.
    I will try that later and if it works, you are the man! :-)

Page 2 of 2 FirstFirst 1 2

Similar Threads

  1. Matching up enemies with their own active objects
    By alxmrg in forum Multimedia Fusion 2 - Technical Support
    Replies: 14
    Last Post: 8th July 2010, 11:27 PM
  2. Unable to sort enemies with background active tile
    By mobichan in forum File Archive
    Replies: 6
    Last Post: 13th April 2009, 03:09 PM
  3. Smart CPU
    By Godspeed8118 in forum Multimedia Fusion 2 - Technical Support
    Replies: 6
    Last Post: 21st December 2008, 04:06 AM
  4. Smart Tiles
    By Novabrain in forum Extension Developers Lobby
    Replies: 6
    Last Post: 25th September 2007, 05:43 PM
  5. Surface object plan
    By Anders in forum Extension Developers Lobby
    Replies: 24
    Last Post: 29th December 2006, 11:48 AM

Posting Permissions

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