User Tag List

Results 1 to 4 of 4

Thread: multiple Q - inventory ext :: stop anim frame :: global objects :: loading objects

  1. #1
    No Products Registered

    Join Date
    Mar 2014
    Location
    vancouver BC
    Posts
    2
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    multiple Q - inventory ext :: stop anim frame :: global objects :: loading objects

    Hi!

    (my first post!

    I recently downloaded the MMF2 demo and have a few questions if i may ask

    First i'll begin by saying my main focus for investigating MMF2 is for creating content similar to Myst/AGs

    Q1

    Inventory extension:

    I was researching the options for a very simple inventory and came across the inventory extension on the forum. I downloaded this and added the contents of the zip into the MMF2 extensions folder, however when I open MMF2 i dont see anything in the object list called; inventory. Am I missing a step in the installation process? I figured it was a simple case of extracting the files to the same directories in the MMF2 location.

    Q2

    Enabling and disabling an active object:

    If the player clicks a button that makes a random object (1 of 3) appear in the middle of the screen for them to add to an inventory for example, what is the best practice for bringing that object into the scene? More specifically; what is the opposite of destroying an object? loading the object? would you create this object then add it to a library and instruct MMF2 to load the object when user clicks button?

    Q3

    if the player has an object in one frame/scene, is there a clean way to ensure they keep it when moving into another frames? For example a player is holding a key in one frame, and need to be holding it in the next scene that involves a door.

    Q4

    If i have an active object with 5 different frames, when attempting to instruct MM2 to go to specific frames, it goes to said frame, but then plays. I can't seem to find a way to instruct it to go to required frame but stop on that frame.

    Q5

    Can someone give me a good example that explains why there's object local behaviour and global behaviours? why not have them all in the same place? is there a specific need to have two distinct areas for this?

    Q6

    I'm really keen to buy MMF2.5 with my next paycheck. From reading the info, it seems the only difference between the standard and Dev product is, with Dev you have to include the logo in commercial content. Is this the only difference? Honestly if I made a complete product with MMF i'd gladly add the logo! so seems to make sense for me to get the cheaper option is there's no substantial differences to the available tools.

    And i'm using windows 7 on one machine and 8 on another.

    Thank in advance!

    David

  2. #2
    Forum Moderator

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
    nivram's Avatar
    Join Date
    Jul 2006
    Location
    Bandon, Oregon
    Posts
    6,773
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)
    Q1 The demo can not use after market or 3rd party extensions.
    Q3 Use a Global Value. These values are carried over frames. Global Value a=1 you have the key, so keep the key in the inventory.
    Q6. Developer you do not have to include a logo or acknowledgement in commercial projects. For Developer there are Developer only extensions.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  3. #3
    No Products Registered

    Join Date
    Mar 2014
    Location
    vancouver BC
    Posts
    2
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thank you for the reply.

    Q1 - I figured it was probably a demo restriction, but wasn't quite sure good to know it will work in the commercial versions and not just a bug with my system! lol

    Q2 - Yeh, i guess the thing i dont quite understand, or more so seems quite messy, is where am i loading the key item from? or what is the best method. A clear way would be to have the graphic outside the viewable area and say something like; when entering scene frame; check global value of key; if equals 1, then move graphic to inventory (at the bottom of screen) but i dont like this method, doesnt seem very clean. Is there some kind of global library that you can add the object too, and instruct MMF2 to load the item into the frame, instead of having it sitting outside the frame?

    Q3 - Is there somewhere that has a side by side comparison with the two products; that says all the differences? ie; what are the extensions that are included/excluded.

    Thank you again hopefully someone can assist in answering the other questions too!

    David

  4. #4
    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleUnicode Add-onInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

    Join Date
    Jul 2006
    Posts
    574
    Mentioned
    9 Post(s)
    Tagged
    0 Thread(s)
    Q2, "Create", would be the opposite to destroy. Then just do as in Q3 to position it.

    Q3, As you can't position a Active on "create" based on a expression you'll have to create the item off screen and then position it using an expression. This is a common method to create new actives and position them. You can however create the active relative to another active. so you could have an invisible active in your HUD that you could use to position the created active relative to.

    Q4, I'm pretty sure you could set the animation speed to 0 to achieve this.

    Q5, Object behaviors would be used for events that apply only to that abject or only come into affect once that object exists. For example you could have a bouncing ball and add its events to its object behaviors. Global would be used for events that apply throughout your project. For instance when a player picks up an item add to inventory. Adding it to the global would save you adding it to every frame. You could add a condition to the event which tests the current frame number to restrict what frame it applies to.

    Q6, Dev also allows you to change the Built EXE details. the Standard edition doesn't allow this.

Similar Threads

  1. global inventory objects in all scenes?
    By chrissk in forum Fusion 2.5
    Replies: 6
    Last Post: 2nd February 2014, 08:05 AM
  2. Loading objects from debug frame?
    By Warmachine in forum Multimedia Fusion 2 - Technical Support
    Replies: 0
    Last Post: 2nd January 2014, 03:31 PM
  3. Magic Deque, crash with multiple global objects
    By Olivier in forum Multimedia Fusion 2 - Technical Support
    Replies: 11
    Last Post: 14th May 2007, 08:49 AM
  4. Magic Deque, crash with multiple global objects
    By Olivier in forum File Archive
    Replies: 0
    Last Post: 10th May 2007, 05:13 PM

Posting Permissions

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