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SoaH City Message Board

PkR

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Everything posted by PkR

  1. Hmm... Is it possible to pre-record SAGEcast without having to talk real-time?
  2. Wow, I wanna do that too! * opens the freezer...
  3. Ugh, delay... again? O_o As for me, it's fine if SAGE actually starts before 26th-27th. After 27th I'm going to leave for another city and will probably be without Internet access... Anyway, do whatever you want. Although I personally dislike the idea of another delay.
  4. If it's really not used anymore, MMF will get rid of that sample the next time you save your application. Just save it, restart MMF and open it again.
  5. Yeah, I visited their site at about 2 weeks ago, the screenshots rock!
  6. Happy birthday (Now you can legally watch porn movies )
  7. I have a Megaman engine for MMF, I think the author is Zonic Spike.
  8. I'm not sure if this all applies to MMF2, but still... Here's what I can say from my personal experience: 1. When planning your game's engine, use groups of events and deactivate them if they're not needed at the moment (especially if they include fastloops). Look http://www.clickteam.info/kb/start/index.php?showtopic=382 for reference. 2. Keep number of active objects as small as possible. Avoid having lots of cloned object if there's no serious reason - it's better to use duplicates if you can. 3. Turn off DirectX and VRAM in runtime properties, especially if you use ink effects. You might also turn off Machine independent speed, although some people say it speeds up the application. But I don't like it, it makes the game feel choppy sometimes. And you can't count FPS with it turned on. 4. Turn on "Deactivate if far from window" on objects which you don't need working all the time (rings, enemies, etc.) - great speed boost if used correctly! 5. Make sure "true" conditions are listed before "false" conditions in the events. The deal is: when "true" conditions are listed first in the event, MMF reads it only when these conditions are true. Otherwise it will read it every runtime loop, regardless of what these conditions say. These are true conditions: Object collides with another object User pressed ... (either Keyboard or Joystick) Button has been clicked Menu option has been selected Sorry, I don't remember any more. I'll see if I can find an article about condition types. --- Be sure to read Clickteam Knowledge base for reference. http://www.clickteam.info/kb/start/ Hope this helped.
  9. Hey, are you planning to move to MMF2? I suppose you'll get some performance boost when Mode7 is released. Besides, sub-groups will help you organize your events better.
  10. http://sfghqmb.com/showthread.php?t=578 Have you checked THIS post? T_T
  11. Well, WTF. This happens. Hope Smidge, Koray and others will fix this soon.
  12. * whispers: MMF is cool for Sonic games... MMF2 disappointed me a little, although 60FPS feels great. GM is less convenient (IMHO), but it gives you more freedom because it comes with its own scripting language. Besides, it's free. Although if you're seeking ease of use, I would personally recommend MMF 1.5. That's because MMF2 isn't stable yet.
  13. No, I still have to use MMF2 Not the Developer version, though. Demo was more stable, IMHO.
  14. I was a bit disappointed with MMF2. 1. It's buggy as hell. It crashes all the time: in the Frame editor, Picture editor, but especially in the Event editor. 2. The new Layers system (which I was looking forward to) is pretty useless (for me, at least), as it doesn't allow to change X/Y coefficients diring run time. 3. The interface is quite uncomfortable. And it's not because I moved from MMF 1.5. I didn't like the new Workspace thing. I also hated the way they did objects properties - I think separate window (or context menu!) was a lot better. And there is no F2/F3 for zoom in the Frame editor. 4. The FullScreen mode works incorrectly in 32768 and 65535 color modes. You have to start in fullscreen mode to make it work. MMF 1.5 didn't have this bug (in 32768 colors mode) 5. Sound compression greatly reduces the game size, but it's no use when the sound "clicks" in the standalone application. 6. The SubApplication cannot do "jump to frame" events in the referred frame, it just quits. 7. Build 241 is less stable than Build 240. 8. The new Sound and Music system is stupid, I'm still waiting for DirectSound2 extension to be released. "Samples from files" interrupt each other and conflict with internal samples. Overall, I think it's only 60 FPS that forced me to port my game/engine on MMF2. The application still lacks, but I hope they will improve it.
  15. Make the background color transparent. Use Photoshop's Save for web feature and save it as 24-bit PNG with transparency. Open the PNG in Microsoft Paint Fill the background with black Copy the image to the clipboard Paste it in TGF. I think this will work.
  16. I like the engine, somehow it reminds me of Chaotix because it's quite smooth with half-loops and the decelleration is quite low comparing to other games. But this is not a bad thing at all. It just gives the engine (and the future game) sense of originality. I also think that you could publish the "character follow" part as a tutorial. It would be nice. EDIT: Please check your PM
  17. God, these are awesome... This makes me think of making a request too
  18. What's bad about it? I believe it's the symbol of communism in general, as the USSR had a bit different emblem.
  19. I also remember you from the old forums
  20. Since I've first seen it, the project has been looking quite promising for me. Great work man, waiting for new screens/demos/whatever
  21. INI is quite old and insecure, it would be better if you moved to things like AssArray or something else.
  22. OMG, a scary dude... But I like the way you did it.
  23. MMF is Multimedia Fusion created by Clickteam ( www.clickteam.com ) Sorry, but it's not free. And we can't talk about the ways getting it for free, as warez is prohibited on this forum.
  24. * whispers: MMF is better... And you can find it in... *shot
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