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Thread: MMF2 Build 257.12

  1. #21
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Fuuriokun's Avatar
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    It's time to make a better way to create / import icons to the aplication...
    Maybe a way to import an *.ico with all the sizes...
    Or import a PNG and auto resize...

  2. #22
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    Re: MMF2 Build 257.12

    Quote Originally Posted by Fuuriokun View Post
    It's time to make a better way to create / import icons to the aplication...
    Maybe a way to import an *.ico with all the sizes...
    Or import a PNG and auto resize...
    Totally agreeing with you, manually resizing icons is pretty counter-productive.

  3. #23
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    AeroGlass (Real time "grab desktop" + AeroGlass effects from Windows Vista, 7 and 8) and shadows for "window heading" disabled would be pretty sweet...
    Something like this:
    http://3.bp.blogspot.com/-vhE08FjJ5e...Aero-Glass.jpg

    Maybe this helps to develop:
    http://www.codeproject.com/Articles/...ass-in-Your-UI

  4. #24
    Clicker Multimedia Fusion 2 DeveloperAndroid Export Module

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    There is a bug with layers.. if you add a layer and then use the Create object on thaqt layer.... you can'T remove the layer anymore.. i tried removing that specific event and then remove he layer but it didnt work.

  5. #25
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    Maybe a good idea: the grid set up and snap properties should belong to the mfa itself. Not the entire MMF2 program.
    Why: because you might have an mfa with lower res retro style with it's own grid setup, and a higher res mfa likewise!
    So when you have multiple mfas, you would like them to have their own separate grid setup.
    MMF2 is the best! with it we can not only make beautiful modern 2D games but also even go to the past and make games a la atari 2600 too!

  6. #26
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    ANDROID
    I have just finished to spend some hours to programming my custom buttons..
    Now I have a question: Why do you have put two fire buttons instead of four?
    I really want to know the purpose of it.
    After this, I would like to know if you have planned to rise the buttons from two to four in next release.
    Thanks

  7. #27
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    Quote Originally Posted by Crian View Post
    ANDROID
    I have just finished to spend some hours to programming my custom buttons..
    Now I have a question: Why do you have put two fire buttons instead of four?
    I really want to know the purpose of it.
    After this, I would like to know if you have planned to rise the buttons from two to four in next release.
    Thanks
    Have you ever seen a game on Android that uses a touch joystick with more than two buttons? It is probably a limitation of Android itself. Also, I advise that you make your own, custom-made onscreen joystick out of actives instead of using the one built-in.

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    Quote Originally Posted by happygreenfrog View Post
    Have you ever seen a game on Android that uses a touch joystick with more than two buttons? It is probably a limitation of Android itself. Also, I advise that you make your own, custom-made onscreen joystick out of actives instead of using the one built-in.
    But, for example OUYA console use more then four buttons.
    Moreover for androids there are a lot of (GameKeyboard), how for example "Xperia Play Buttons" that use four buttons and this is just the first example that pops into my mind

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    Onscreen joysticks aren't the same as physical controllers. Onscreen joysticks are completely different. It almost certainly won't change, as I'm almost certain it is an Android limitation. Also, for the OUYA controller, there is an OUYA object. For other controllers, I think a new extension would have to be made for each one.

  10. #30
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    About two buttons limitation,I have nothing to say, I don't know... and maybe I'm wrong, but I think that if you make a game using the "Touch joysticks", the same controls are recognized and work with a pad device.

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