User Tag List

Results 1 to 10 of 10

Thread: Character and enemy speed changing in Xcode

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export ModuleMac Export Module
    Enchantainment's Avatar
    Join Date
    Sep 2012
    Location
    West Yorkshire
    Posts
    140
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Character and enemy speed changing in Xcode

    I've recently tested my app with Xcode, to see how it runs on the idevices. Upon testing, my character's running speed is incredibly slow and I don't mean losing FPS slow, I mean it's as if she is running underwater or something. The animations are all playing fine for my character and the items, even the enemies. My enemies jump strength seems to of increased a lot also while testing in Xcode.

    Could it be a problem when exporting from MMF, changing the movement speed and stuff? The app only uses 60mb while running in MMF and I can't seem to find a cause for the problem. Does anyone have any suggestions for what could be causing this?

    Many thanks.

  2. #2
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
    Pineapple's Avatar
    Join Date
    Oct 2010
    Posts
    431
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Are you running it in the simulator or on a device? The simulator will not give you the same performance as an actual device.

  3. #3
    Clicker Fusion 2.5 DeveloperiOS Export ModuleMac Export Module
    Enchantainment's Avatar
    Join Date
    Sep 2012
    Location
    West Yorkshire
    Posts
    140
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I'm running it in the simulator. I guess I should get on Apple's development program and test it through an actual device to see how it runs?

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
    tompa's Avatar
    Join Date
    Nov 2011
    Location
    Uppsala, Sweden
    Posts
    358
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    while not using delta of timer on your movement these problems occur.

  5. #5
    Clicker Fusion 2.5 DeveloperiOS Export ModuleMac Export Module
    Enchantainment's Avatar
    Join Date
    Sep 2012
    Location
    West Yorkshire
    Posts
    140
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I've not heard of delta of timer before. Could you explain what I would need to do for this tompa?

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
    tompa's Avatar
    Join Date
    Nov 2011
    Location
    Uppsala, Sweden
    Posts
    358
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    sure, first calculate the delta of timer.

    Set a value lets call it "delta" to "(timer-iTimer_last)*0.001" (MMF expression editor).
    Now set "iTimer_last" to "timer" (a global value built into MMF) for the next frame (rendered frame).


    here's a quick example
    Attached files Attached files

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module

    Join Date
    Aug 2006
    Posts
    137
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks Tompa for this demo.

    I have been actively looking for something like this.

    Quote Originally Posted by tompa View Post
    sure, first calculate the delta of timer.

    Set a value lets call it "delta" to "(timer-iTimer_last)*0.001" (MMF expression editor).
    Now set "iTimer_last" to "timer" (a global value built into MMF) for the next frame (rendered frame).


    here's a quick example

  8. #8
    Clicker Fusion 2.5 DeveloperiOS Export ModuleMac Export Module
    Enchantainment's Avatar
    Join Date
    Sep 2012
    Location
    West Yorkshire
    Posts
    140
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks a lot for the help and example file tompa. It's sure to help out a lot

  9. #9
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    WhatPixelYouOn's Avatar
    Join Date
    Jul 2012
    Location
    West Yorkshire, UK
    Posts
    179
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    tompa, I've looked at your file and think I understand what's happening with it. I'm curious though, I'm using the PMO, and various other built-in movements such as pinball. Will using this method keep my PMO movements consistent across all devices? I'm also confused about what values I'd need to set and how to set them for jumping/falling/etc.

    Is it possible for use with PMO?

  10. #10
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
    tompa's Avatar
    Join Date
    Nov 2011
    Location
    Uppsala, Sweden
    Posts
    358
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    sorry I don't use built-in/extension movement. If you want to make your own custom movement I'll help you out.

Similar Threads

  1. speed issues when loading to xcode
    By harrysgames in forum Multimedia Fusion 2 - Technical Support
    Replies: 0
    Last Post: 10th January 2012, 12:50 AM
  2. Changing character in a game
    By K1kk0z90 in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 4th September 2010, 01:42 AM
  3. changing animation on enemy
    By colin in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 17th October 2009, 04:31 PM
  4. Max Speed changing
    By OSCreator in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 4th March 2008, 07:23 PM
  5. Changing animation speed??
    By Mantoid in forum Multimedia Fusion 2 - Technical Support
    Replies: 9
    Last Post: 7th July 2006, 01:44 PM

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •