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Thread: My Achievement system (it works, but sucks?)

  1. #11
    Clicker

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    Quote Originally Posted by ChrisBurrows View Post
    Bow down to this, delightful people!

    Global achievement system using no global values.
    This is cool! But is the Substring Replace object compatible with SWF? I do get an error when trying to build saying its not compatible, but when I try the built swf it seems to work :S I just want to make sure it could not cause any other bugs or error because it say its nor compatible

  2. #12
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    Quote Originally Posted by Yikes View Post
    Here you go. But this only works for the up and down arrow. If you want achievements to the sides too, you will need to do some changes :P
    If I first move with the arrows, and then point with mouse on another tile they both pulsate

  3. #13
    Clicker Multimedia Fusion 2 Developer

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    Quote Originally Posted by Outcast View Post
    If I first move with the arrows, and then point with mouse on another tile they both pulsate
    Ah, I think you can fix that with an OR statement or something But yeah it probably needs some tweaking. I liked Chris Burrows' example better though Seems he put some more work into it :P

  4. #14
    Clicker Fusion 2.5 DeveloperiOS Export Module
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    The SubString Replace extension is only used in the Toggle Achievement Completion menu. It is only referred to twice and these 2 actions can be removed at no cost.

    A loop called "Completed" runs 18 times (1 time for each achievement) and on each loop it checks which flags of the Achievements object are on or off. If the flag is off, then 0 is returned and if the flag is on, then 0 is returned.

    So for example:

    Flag 1: On
    Flag 2: On
    Flag 3: Off
    Flag 4: On
    Flag 5: Off

    Would return:

    Flag 1: 1
    Flag 2: 1
    Flag 3: 0
    Flag 4: 1
    Flag 5: 0

    And using the SubString Replace extension this becomes:

    Flag 1: COMPLETE
    Flag 2: COMPLETE
    Flag 3:
    Flag 4: COMPLETE
    Flag 5:

    The SubString Replace extension is ONLY there to make it easier for you to understand what is happening.

    Delete it and everything will work fine. You can even delete frame 2 entirely (the frame containing the dreaded SubString Replace object). I only included this frame for you to test my method and see it works.

  5. #15
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    Ok I will try to see if I can change this! How do you transfer information between the frames without using global values?

  6. #16
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    Have you looked my example?

    There is an object called "Achievements". If you check it's properties from within MMF, you will see it is a Global object.

    Frame 1 and Frame 2 both have one of these "Achievements" objects and because it is a global object, it's values and flags are carried over frames.

    In Frame 2 you can toggle on and off the flags of this object.

    Frame 1 simply displays red or yellow squares depending on the corresponding flag being on or off.

  7. #17
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    Quote Originally Posted by ChrisBurrows View Post
    Have you looked my example?

    There is an object called "Achievements". If you check it's properties from within MMF, you will see it is a Global object.

    Frame 1 and Frame 2 both have one of these "Achievements" objects and because it is a global object, it's values and flags are carried over frames.

    In Frame 2 you can toggle on and off the flags of this object.

    Frame 1 simply displays red or yellow squares depending on the corresponding flag being on or off.
    Oh! I did not know that values where carried over frames just because they where Global Objects :S If that is the case, what are the real Global Values even good for? You could just have all your "global values" in an active that is always present in all frames?

  8. #18
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    Edit

  9. #19
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    Correct.

    Only real benefit is they are much neater in the event editor and that you can refer to them by their name alone.

    For example, you have a global alterable value called "SHOTGUNAMMO".

    If your player picks up more ammo, you can simply set a counter or whatever to "SHOTGUNAMMO + 12".

    If you were to use an alterable value in a global object, you would have to write: "SHOTGUNAMMO( "Active Object 999" )+12".

    AND WHO HAS TIME FOR THAT! Nobody.

    Unless you are one of those people who click on all the all the little icons instead of typing out the code manually because you know MMF better than you know your own wife, in which case it makes no difference and you should never ever ever use global values.

  10. #20
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    Quote Originally Posted by ChrisBurrows View Post
    Correct.

    Only real benefit is they are much neater in the event editor and that you can refer to them by their name alone.

    For example, you have a global alterable value called "SHOTGUNAMMO".

    If your player picks up more ammo, you can simply set a counter or whatever to "SHOTGUNAMMO + 12".

    If you were to use an alterable value in a global object, you would have to write: "SHOTGUNAMMO( "Active Object 999" )+12".

    AND WHO HAS TIME FOR THAT! Nobody.

    Unless you are one of those people who click on all the all the little icons instead of typing out the code manually because you know MMF better than you know your own wife, in which case it makes no difference and you should never ever ever use global values.
    I don't like global values because once you make them you cant remove them or rearrange them so now I will only use global object to store values in from now on! :P

    Btw I would think that you know mmf better if you can write everything manually?

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