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Thread: MMF2 Build 257.12

  1. #1
    Clickteam Clickteam

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    MMF2 Build 257.12

    Hi everyone,

    The official release of the build 257 of MMF2 is available (257.12). Use the Check for Update command of MMF2 to update your version.

    You can also download it from the private "MMF2: Owner's Lounge" forum.

    This patch updates MMF2 and (if they are installed) the Unicode version, the SWF exporter, the iOS exporter, the XNA exporter and the Android exporter.

    If any issue, you can reinstall the previous version.


    Bug fixes in the editor & PC runtime

    - Path movement editor: crash when you want to set pause or speed for the first node of a single line.
    - PC runtime (Direct3D): incorrect image or crash when you use shaders that use images, go to another frame and come back.
    - PC runtime: Collision With Box was ignored on layers greater than 1 unless Handle Background Collisions Out of Window was selected.
    - PC runtime: when you modify the font of text counters at runtime, it's sometimes incorrectly modified.


    Bug fixes in the iOS exporter

    - ForEach "part of loop" and "part of group" condition bug
    - ForEach object: crash for qualifiers
    - GameCenter: Crashed getting friends list
    - GameCenter: Crash when getting multiplayer players
    - GameCenter: Now uses the correct leaderboard category when fetching scores
    - GameCenter: Send achievements fix (again)
    - GameCenter Achievements fix (from Urban Monk)
    - GameCenter Leaderboard crash when built with the unicode version
    - Edit object: Uses border and 3D look flags (3D look gives a slightly rounded border)
    - Edit object: Forces the control to redo word-wrapping when setting text.
    - Workaround for crash in iOS 6.0.x (that doesn't happen in iOS6.1) when using Popover controllers (ActivePicture/GameCenter)
    - The runtime will now ask the graphics card the maximum allowed texture size
    - Correctly scales UI elements no matter the view scaling
    - Prevents crash in replace-color for RGB888 images (opaque images of certain sizes)
    - Slightly better input lag reduction (still working on optimizing it further)
    - System boxes incorrectly detected a click at the start of the frame if the finger was over it at the time of the fram change
    - Positions relative to the first object created in a game was incorrect
    - Added backdrops had incorrect hotspot offset (for collision detection)
    - Crash in Advanced Direction object
    - Flocking object had bad collision detection against backdrops
    - Active Picture crashes
    - Active Picture memory leak
    - Several backwards compatibility fixes
    - Crash in Camera object on older iOS versions when dismissing the UI
    - Crash in sub-apps regarding UI element positioning
    - "Leaking" subapps. If not manually destroyed they would never go away and you couldn't create more of them. Now they are automatically destroyed if the subapp ends its application.
    - VSync now works for 30 FPS and 15 FPS settings in MMF2
    - iOS Multiple Edit, Date & Time and HiScore objects didn't read their text properly when built with the Unicode version
    - Optimisations:
    ... Huge performance boost in scrolling games with backdrop collision detection on layers above the bottom one.
    ... Many smaller OpenGL performance improvements.
    ... Several internal optimisations when creating rotated collision masks.
    - New features:
    ... List object: new display mode, TableView. Allows different detail views.
    ... Sound frequency and position enabled for sounds played using OpenAL.
    ... New support for modal subapps. The host app is paused while the subapp runs.


    Bug fixes in the XNA exporter

    - the exporter works on both Windows 7 and 8 (take a look at the documentation)
    - the exporter now works with both the Windows Phone 8 and Windows Phone 7.1 SDKs
    - new Dead Zone property in the XBoxGamePad object, allowing you to receive the data from the sticks directly, even if imprecise
    - Windows Phone : support of Fast Application Switching system (the application is revived after quitting and coming back with the back button)
    - XNA Game Services object : Get player Alias and Get player presence did not work
    - protection against bad images in games
    - Date & Time object: the object set to count down always displayed 0
    - XNA Edit Object : the "keyboard has just been closed" condition was not always triggered


    No change in the SWF exporter in the build 257, the next build will contain SWF fixes.


    Let us know if any problem.

    Thanks !

    Yves.

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    KLiK-iT's Avatar
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    Thank you.

  3. #3
    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module
    MTCMusic's Avatar
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    Thanks Yves. You guys at Clickteam are amazing!

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module

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    MMF2 Build 257.12

    Amazing update.
    Great work, Clickteam!

    Thanks!

  5. #5
    Clicker Multimedia Fusion 2 Developer
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    Quote Originally Posted by Yves View Post
    - PC runtime (Direct3D): incorrect image or crash when you use shaders that use images, go to another frame and come back.
    I assume, this is supposed to be the fix for the issue I posted a couple of days/weeks ago. I am currently in beta testing of my game and one of the testers just got the exact same crash with the updated version, so I have to tell you that this problem is not fixed



    The crash randomly happens after an enemy is destroyed and lots of the same objects get spawned.
    If you need the current version of my mfa to further investigate this crash issue, please let me know.

  6. #6
    Clickteam Clickteam

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    I assume, this is supposed to be the fix for the issue I posted a couple of days/weeks ago.
    Not at all, this addresses a bug reported by someone else.

    Yes please send me your MFA and tell me how to reproduce the problem.

  7. #7
    Clicker Fusion 2.5SWF Export Module

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    Okay, If it's not too late there are a couple SWF I wouldn't call them bugs but inconsistencies. Pause and resume doesn't seem to work in flash, I fixed that by making the channel quiet.. mute.

    Another, Question and Answer object broke an uninterruptable wav and pause/resumed it, making it restart. The game style I'm going for has tracks going on, and that works in the regular test/probably exe version, but pauses the uninterruptable track in the flash exporter and resume of course restarts it. Not too priority since I just moved my q&a object to the first board lol, but I'm just doing stuff for fun here.

    Finally, it'd be nice if there was a way to display the objects animated in the editor on the frame... half the time I'll drag and drop some of the resources and not know which ones have multiple frames of animation in it, and like to get a gist of how it animates, etc. maybe a toggle button so it looks like it did in the older older versions.

    Anyway I'm a pretty happy camper otherwise. This is nice work and shows a lot of progress. I'd like to know if there's a changelog link of like a text file that has it all back to the years, like a flashback to know what's what. Cheers. -bc

  8. #8
    Clickteam Clickteam

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    There is no global changelog, you can navigate through all the versions though, as each post (in theory) contains a link to the previous version (could be broken due to forum changes...).

  9. #9
    Clicker

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    Are you waiting release updater of the Japanese version until released the Android exporter of the Japanese version?

  10. #10
    Clicker Fusion 2.5

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    Bonjour
    Comment telecharger cette mise a jour svp?

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