Ever played dirty?
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Here's some advanced tips for newbies/advanced, and/or people who did'nt really knew the secrets and way of the NastyMan:

Basically. All the tips are based on trusting on your machine.
Since many of you are afraid to try things that somehow seems unreasonable to expect
from the machine to act. But. Somehow it does works! Sometimes the machine is cooperating beyond our expectations!

Yep! That's what MMF stands for. Playing dirty and creating stuff by actually cheating or believing in the machine you works on, the software you use and the common and known ways!
Starting from the back old days when you used your 32 directions objects to present different multiple animations, cards for example.
Yeah. And it is just like using player's 2 platform movement for a non playable object!( It refers to an enemy, a foe or any walking object that is not controlled by the player) It is simple as it is!
MMF has the possibility to let you create some spiffy and amazingly simple
movements, effects, and tricks in your applications, By simply playing dirty!
There is no need of complex code here or eye poping extensions!

Here's some tips for playing dirty and actually cheat the limitation of MMF
and even TGF!

1. Overcome that Nasty Stick wall ability(Bug) of your player.
Well, Many had this before, But here it is the way it should really works

Quick tip: Using the Negate option is the key. I work alot with it

It can be reached by simply setting jumping and falling animation of
your character. Each time your character hits an obstacle you have to set
this event: ignore the player's controls, then, Set flag 1(Or any applicable flag number) on.
then you can simply use one of these two ways:

here's The good way: when falling animation appears-> restore controls

But here's The way that really Kicks: When flag 1 on + falling animation playing(Negate) -> restore controls + set flag 1 off

Trust me, I lately use it alot, And it's 99% safe!.

2. Ever wanted to make your game screen really shake?

Yep. You can make a spiffy Pow effect by enlarging your canvas in
2 pixels!
Then, You simply create a counter.
and then, Each time you want to Paw and shake
the screen, (When you jump on a pow block, Like in mario) you just add 5 or
more to the counter, depends on the length of the effect.

Now do this:
[Each 00:00:01] + [counter > than 0] -> subtract 1 from counter.

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[Value equal 5] -> set horizontal/vertical position to Middle of the screen + 1 or 2
[Value equal 4] -> set horizontal/vertical position to Middle of the screen - 1 or 2
[Value equal 3] -> set horizontal/vertical position to Middle of the screen + 1 or 2
and so on... You'll love to bump it. It works best with games that has no scrolling, or one side ones.
I can make it with multi scrolling games, but it takes alot to explain.

3. Vocal Converstaion!
Here's a vocal conversation that works best with MMF. The k&p one is abit harder to explain(You need to have a counter that counts the playing time of the sample instead of checking if it plays).
Again, With full trust on your machine! No need to worry!

Active 1 and Active 2 are characters in this example that contains talking(User animation) animation and stopped animation
Each object has an animation loop in talking(user animation).

When Active 1collides with Active 2 => set value A(or any that applicable) of Active 1 to 1 + set active 1 animation to Talking + play sample Your sample

[when value A of Active 1 equalls 1] + [Sample: Your sample is not playing] -> [Set value A of active 1 to 1 + restore animation of active 1 + play animation talking of active 2 + play sample: your sample 2]
[when value A of Active 1 equalls 2] + [Sample: Your sample2 is not playing] -> [Set value A of active 1 to 2 + restore animation of active 2 + play animation talking of active 1 + play sample: your sample 3]
And so on.
That was leading the later projects of NastyMan. More with this engine is might upcoming

4. Make a perfect floating menu bar!(except on K&p)

Remember! each programming language is based on order in the writing of the script code.
What you type first is the things that might happen first.

All you have to do is placing the events of the objects at the opposite order you want to see
them on screen:

Let say you have these objects: board 1 is a board placing the buttons on, picbutton1 and picbutton 2 are the buttons and arrow 1 is the arrow that is pointing on the buttons
You want the buttons above the board and the arrow above the buttons.

Do this:
Always-> bring board 1 to front -> Bring picbutton to front -> Bring picbutton2 to front -> Bring Arrow 1 to front

Trust me. This is actually works! It seems that MMF can be just like as Visual Basic!

5.Directions!
You can easily make 4 directions movements!

Here's how: simply make a character with 8 direction movements.

Do this:

- When Active 1 object's direction is 4(Directions has numbers! Check out!) -> Set direction to 8 or 0
- When Active 1 object's direction is 12 -> Set direction to 8 or 16
- When Active 1 object's direction is 20 -> Set direction to 16 or 24
- When Active 1 object's direction is 28 -> Set direction to 24 or 32

You se how simple is to cheat these fast and strong machines of today!

6. Use X,Y positions!
It is great if you want to make your objects jumps, faster movement and slideable movements!
or make objects move faster! It really works because it works exactly like VB
Create an active object with player's 2 platform movement and set a value that ignores player's 2 movements
(low to medium gravity setting is recommended)

Let's say that the object is Active 1

When it walks:

If you don't want any falling problems you should draw a falling animation of the object, and then ignore him each time it plays that animation.
Remember! The Negate function plays here!

Set value 1 to Random(3)
When value 1 equals 1 + animation playing is falling(Negate) -> Start movement + Set active1 direction to 0 + set speed(You choose)
When value 1 equals 2 + animation playing is falling(Negate)-> Start movement + Set active1 direction to 16 + set speed(You choose)

When it jumps:
[Set active 1's value B to 6(or any desired number)]
[Every 00:01:00 + value B of Active 1 is greater than 0 -> subtract 1 from active 1's value B]

[Value B of active 1 is < than 5 + Active 1 is overlapping with backdrop(Negate)] -> [Set Y position of Active 1 to Y position of Active 1 + 1]
+
[Value B of active 1 is < than 4 + Active 1 is overlapping with backdrop(Negate)] -> [Set Y position of Active 1 to Y position of Active 1 + 1]
+
[Value B of active 1 is < than 3 + Active 1 is overlapping with backdrop(Negate)] -> [Set Y position of Active 1 to Y position of Active 1 + 1]
+
[Value B of active 1 is < than 2 + Active 1 is overlapping with backdrop(Negate)] -> [Set Y position of Active 1 to Y position of Active 1 + 1]

And the results. If you set it well will probably be a jump of an object!

7. Don't worry about multiple objects!
This is a tip which I belive, might not work on pre versions of MMF 1.5
(The other examples does work with former versions of MMF and probably even TGF so there's no need to doubt)

Let's say that if you want to make 8 characters with hats that follow them.
You can simply create 8 characters of the same objects and 8 hats of the same!
Character1X8 and Hat1X8
By doing this it enures that if you set that: always->set Hat1 position to Character1 position
each hat will follow a character of it's own. And this is a thing that we were'nt able to do with Klik and play
Well. Worrying is over! Just remember to make the hats ready placed near the playboard and don't create them with any object creating event.
You decide the ammount and it depends on the situation you are in: Making hats for characters or shooting cannon for lazers.


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All the examples above are things we usually don't expect from MMF and even from TGF to let and work for us.
This article explains the fact that we can more trust on our creating tools.

I hope it helps you. These tips works for me all or at least most of time, If I use them correctly.
Just remember! You should just trick the machine! There is no need of 60 lines of major coding process!

MMF can turn liquid in your hands! Just belive it and open your mind!
Many things can be possible! You can overcome most of mmf's limits!

So program yourself easy life!
Trust your machine!