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Thread: Can a game be to Complex for MMF2?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    DelphaDesign's Avatar
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    Can a game be to Complex for MMF2?

    Ive been working on a few games with Multimedia fusion 2 and Games Factory 2, and it fells that the more conditions I add the more glitchy game becomes, things that worked perfectly fine when level only had less than 100 conditions, work 75%, or even 50% of the time when that number gets larger and larger.

    Is this a normal issue? Is there a way around this problem?

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    I don't think so. It's probably either a bug in your code, a corrupted MFA, or an obscure bug in MMF2. Hard to tell which one. I have games with more events than that, and they work fine...

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    I believe you, I wonder why Ive battled have this problem with every single game I've made ever since I worked with the Trial version of Games factory 1, on different computers with different OS.

    It feels as though the game skips some conditions (not always) when there are too many at once. It does improve sometimes when I "Limit Conditions" but not always.

    How would a MFA get corrupted?

    Here is a question, Is it better to try to use one object for multiple uses with tons of conditions (ex: one bullet for every variety of gun upgrade, and every type of enemy bullet. with extra code that determines bullets animation, disable/enables certain collisions,and damage ) or have separate objects with not that many conditions (ex: one separate object for every bullet, and enemy bullets with a simple collision check)?

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    DelphaDesign
    In my experience this is normal

    For instacne im having an app with 1k Events and alot of complicated stuff.
    Because there are "wires" and stuff all over the place, basic things which is expected to work within secounds from a blank App turn into long mystery chases.
    However i allways find the problem, which range from simple faults to delicate hidden details, with enough time and determenation.

    But usually the first thing i think about durring such encoiunters is "BUG!"

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    Really what this boils down to is your code.

    How clean and organized is it? You say this only happens with large projects. My guess is that your large projects get messy and you have events that interfere with other events in ways that you aren't seeing because things are jumbled.

    Do you organize with groups? Do you comment code? It could very well be an object selection issue where you haven't set up events in a way to properly select objects and instead MMF is just guessing which object you're referring to.

    Also I'm going to state the obvious and ask if you are maxing out the object limit for the frame.

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    Thanks everyone, Honestly I don't use comments and While I do use groups they are generalized so not very organized. So it is very possible that i'm not not doing things correct and cannot see my mistake.

    Quote Originally Posted by Konidias View Post
    It could very well be an object selection issue where you haven't set up events in a way to properly select objects and instead MMF is just guessing which object you're referring to.
    What do you mean by this?

    I don't believe i maxing out object limit, but wouldn't this just slow down the frame rate?

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    No. Object selection is MMF2 determining which instance of the object is the one you are talking about. It is very awful at doing so. However, if you use the ForEach object, you can easily fix such issues.

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    Well a frame has a limit to how many objects it deals with... default is 500... so if you don't increase this and you go over that limit, you get really odd things happening with objects.

    I wish MMF had a way of alerting the user through debug or something that the frame has reached the object limit.

    As for the object selection thing... basically what happygreenfrog said. If you have a lot of conditions/events dealing with a particular object or qualifier group, you could potentially run into issues with contradicting events or something... or if you are not properly setting up the condition, it is checking an object instance at random and not precisely the one you were wanting to select. Stuff like that can break things when projects get big.

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    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleXNA Export Module
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    As previously mentioned it all boils down to the efficiency of your code and technical skill. For the lengthier projects, it helps to at the very least think about the full project or big section of the project before implementing code. I'd go as far as saying mapping out the code via drawing would reduce bug/errors.

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    Quote Originally Posted by OldLongDragon View Post
    I would think that this is what object behaviors are for. And really, I have had few problems, though I wouldn't recommend trying to write a complicated algorithm code for advanced cybernetic artificial intelligence, even something that would be expected of a sports simulation at the most difficult level. It is quite possible that codes could get scrambled here and even for the most brilliant computer, trying to do two or three contradictory things simultaneously is hardly possible. Enemy AI that relies on action as opposed to actual thinking is probably best.
    No, it isn't. Behaviors are so that you can have objects behave the same way in multiple frames by simply dragging them into a new frame (try a widget to see what I mean). Also, as we have told you many times, you probably shouldn't use behaviors, since they are buggy and were kind of "hacked in", so to speak. And by "hacked in", I mean that it involved working around the old code (some of which dates back to Klik 'n' Play, from the sounds of things) to make it work. Also, you can avoid (but not completely stop) code from contradicting itself by using ForEach loops.

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