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Thread: Sending MMF file to Clickteam

  1. #1
    Clicker Multimedia Fusion 2iOS Export ModuleXNA Export Module
    Asholay's Avatar
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    Sending MMF file to Clickteam

    Hi, I have two errors within my code and I'm unable to resolve them - is it possible to send the files to Clickteam for one of their guys to have a quick look. If so, where is the best place to send the file for review?

    Thanks
    Ash

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    KLiK-iT's Avatar
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    I would PM Francois with your request, or post a stripped down version of it and post here.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export Module
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    Unless it's a bug in MMF2 itself, I think it's better if you post it here at the community. It'd make more sense for the CT staff to work on the product, there are plenty of people here in the community who can help out with how to use it.

  4. #4
    Clickteam Clickteam
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    Yes on what Nifflas is saying.

    If its a bug with Fusion 2 - What Clickteam needs is the most stripped down example file of the problem you can make.
    Get all things not connected with the issue out of the file so its very easy for us to see the problem.

    If its a problem with trying to figure out how to do something in Fusion 2 talking about it and having some forum help is the right way.

  5. #5
    Clicker Multimedia Fusion 2iOS Export ModuleXNA Export Module
    Asholay's Avatar
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    Thanks for the info - I've created a stripped down version for the main problem and will send it across - the engine has gone from 1280 events to 80, so I've literally taken it right back.

    I'm 99% sure it's an MMF bug, as I encountered a similar issue earlier, where rewriting some of the actions managed to fix it - but I've tried again and it's not working. Also, the exact same code works for player 1, but fails for P2-4 (and all conditions have been carefully changed to ensure they relate to the correct player)

    It's an XNA game so needs a couple of controllers to test. The problem is that when firing a plasma shot, the plasma explodes after a certain range, or when it hits a player/object. The plasma shot itself does damage, but also the splash does damage too. For some reason this splash damage only works when p1 is shooting, despite the other 3 players having exactly the same code. The normal plasma damage works fine, so I'm not sure what's going on. I've checked literally everything - the animations are exact, the events are exact, etc.

  6. #6
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    Attachment 9083

    Might as well just post the stripped down file


    XNA project - needs at least 2 controllers to test the error (unless you quickly change the appropriate button presses to keyboard controls)

    First screen tests system player as usual, press start on main controller

    Menu - just press A or start to progress

    Game setup - press start on the 2nd (and 3/4th) controllers to bring them into the game, then scroll down to start game with system player and press A.

    Engine: when you shoot (right trigger) splash damage only works for P1.

  7. #7
    Clickteam Clickteam
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    I know its a hassle but any chance you can further isolate what the bug is?
    Also if the file could have keyboard controls that would help alot - I don't have xbox controllers I can hook to this PC.

    Does the issue happen when its compiled as an XNA or does it do it also as an EXE?

  8. #8
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    Thanks Jeff, the issue was isolated to XNA - if I pressed F7 and ran the level in windows, it ignored the splash damage - same applied when I switched it to a standard windows EXE file and ran it.

    I dragged everything down to literally 8 events, and after some back & forth with saves it's an event order problem, although I cannot work out the logic of it, so perhaps someone could shed some light.

    Initial plasma strike:
    Collision between 'plasma' and 'other player'
    Plasma level = level 2
    AlphaCoef 'other player' < 50 [I use this for cloaking devices and also when you die, you fade out so can't be hit further]

    Actions: destroy plasma, subtract x from other players health

    Splash damage:
    'plasma' disappearing animation is playing
    Plasma level = level 2
    Frame of disappearing animation >4
    AlphaCoef 'other player' < 50
    'plasma' is overlapping 'other player'

    Actions: subtract x from other players health

    The above set of events IGNORES the splash damage (and this was the order for P2,3 & 4)


    If you place the first collision detection to the last item (as below, which is how P1 was)

    Initial plasma strike:
    Plasma level = level 2
    AlphaCoef 'other player' < 50
    Collision between 'plasma' and 'other player'

    Then the splash damage gets applied.

    I shifted the collision events to the end for P2, 3 & 4 and all players get affected by splash damage now.

    Can someone explain why the initial event is somehow cancelling or allowing the further splash damage events based on the order of them? I have absolutely no idea why it would do this and need to understand the logic of order so I can avoid issues like this in future.

    Additionally, why does it always ignore the splash damage when run on PC instead?

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