I've noticed that most klikers don't even notice MMF's anti-aliasing feature. It's one of the best graphical features in MMF, but it's hard to use properly. Here's an example of a game that uses it - http://members.tripod.com/freebor/files/room.zip . I haven't consulted with ALL the guys working on the project, but at least 50% wanted me to advertise it as much as possible .

Now if you look at it, the blood on the windows, the main character, and the 2 by 2 pixel 'glint' on each of the window panes use anti aliasing. It looks a lot worse with it off, which you can see for yourself if wanna turn it off later (source code included along with the file). Just don't rip anything.

To turn it on, it's in the Ink Effect section of the properties of an Active or Backdrop object. It's the check box near the bottom. See it? Good. If you don't see it, ask someone else...it should be there.

OK, so now, I'll teach when to use and when not to use the feature...

When not to use anti-aliasing:
1. If you absolutely need top speed. Anti-aliasing may look good, but it slows down the game slightly.
2. With large objects. Anti-aliasing is slow with large stuff.
3. If the borders don't blend in with the inside of the object. That means don't use it if you got a thick black border like most games do. It just makes it look much worse...

When to use it:
Any other time other than what I mentioned should be fine. Just not too often. It's especially nice for cinematics.


That is all. Let me know if I left out anything.