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Thread: strange animation bug

  1. #11
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    thanks for the advice!
    by the way, there is something i did different.
    i created a second application, because the graphic, from which the whole bug started, is quite complex and i wanted to develop it in another app, because my gameApp takes quite long to load an save.
    after i finished it, i copied the whole animation from the picture editor, went to the gameApp and copied it into the active object. after that, the bug occured for the first time. I have never before copied an animation from another application, mayby thats the reason??? but i cannot see, why this should corrupt my file......

    after the bug started, all new created objects, that have dimensions over 96x96 pixels seems to be effected.


    ok, event limits an such were discussed before, but truly, i cannot be the first one, who uses 11000 events.

    i mean, for the last 3000 events, i worked for a year, and everything was fine. so logicaly it should only be the last added events, that cause the problem, IF i had reached a limit. by deleting them, the problem should be solved. but it is only solved, when i delte thousands of events.

  2. #12
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    ok here is, what i found out:

    i took the last backup copy. no events where changed between the two saves, just graphical changes.
    the animation, that caused the bug, was already there, but as a small placeholder for the final (much larger, 300x80) sprites.
    so i handcopied every single frame of the animation. at first, everything worked. but the more of the graphic i copied, the more the bug returned.
    then i created a new testobject and the animations didnt even show one bit here.

    BUT after i deleted the first implemented sprites, that caused the problem again, my test object suddenly WORKED!

    It is like mmf2 can only handle a certain amount of graphics at once!!! if there is somewhere too much, some other animations wont show. Again, the objects are all there, just some animations are not shown partly or completely.
    But my framerate is at stable 50 fps, i have done everything to optimize the speed of the game. an now this.

    I then again tried some things out with the game properties:
    Force load on call option for all objects makes it work!!
    BUT here comes an new problem: now many other smaller objects are not shown in the game like bullets etc, although they are all there.

    mmf2 just has major problems here......

  3. #13
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    Ok problem solved.
    I activated "force load on call" and deleted all unnessesary objects from the frame, so most of them are loaded while the application runs. Obviously, i got too many graphics, that had to be loaded at the start of the frame. this seems to cause problems in my case.

    And i got many graphics.

    To the creators of mmf2: is there any limitation of such kind?

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