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Pyro



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21st June, 2005 at 04:40:47 -

Can MMF handle around 2000 or more conditions at a time without like slowing down or getting buggy?

Thanks

 
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axel

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21st June, 2005 at 04:48:57 -

i think it can but i'm not sure it should have to... there's got to be a easier way or then you will spend the meaningless rest of your life coding a stupid...game...

PS i once wrote a 1000 event game and it didn't lag at all

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Assault Andy

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21st June, 2005 at 05:28:29 -

If you have that many conditions executing at the same time, then you probabley aren't coding very efficiently.

 
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Pyro



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21st June, 2005 at 06:44:40 -

Well, I'm at like 1050 or something. Its taken me a couple weeks to get this far, I just finished the main character and one of his 10 teamates. He ended up with 16 fighting styles all with combos and special moves, however the teamates wont have nearly that much. After adding stats like STR INT etc and working them all out I noticed the conditions were getting pretty high.I figure it will end up around 2000 if not more.

Also, I'm not really sure how efficently I code. What I learned I have learned on my own, I may not be utilizing groups all that well.

thanks guys

 
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Pyro



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21st June, 2005 at 06:59:52 -

Oh... crap. haha I meant 1050 events. jesus, 1050 conditions in one event would be nuts.

 
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Muz



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22nd June, 2005 at 23:53:44 -

Sounds like there might be a way to make it more efficient. Maybe you could try getting one event to handle a bunch of things at once instead of very detailed conditions?

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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Klikmaster

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23rd June, 2005 at 15:06:30 -

I rarely go above 200 events with complicated engines, its quite easy to put unnecessary code

 
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