Hello there, you probably dont know me but im working on Skating of DOOM! .. a game that has a beta available in the download section. I've been adding some new stuff and i've stumbled upon a nasty little bug using Multimedia Fusion. What happens is... let's say... when a players hits an enemy an Active Object is created and immediatly Destroyed (a little 'explosion' collision visual effect), so the only animation that it displays is the 'Dissapearing' animation... it happens some times that this 'explosion' gets PASTED ON THE BACKGROUND as if i gave it the order to do so.. but its not quite stuck.. it follows me through the playing screen frozen on a single frame as if it were part of the HUD. It sometimes happens with other Active Objects too but very rarely. I was wondering how to correct this. Nowhere in the code I accidently placed a 'Paste In Background' command... there are only 'detroy' ones.
I don't know about MMF because I hate its layout, but have you deselected the "follow the playfield" option in the object properties (which will cause it to stay in the same position on the window)? And when you destroy the object, when does the destroy event happen? You may have the object looping to the final frame or something similar. Maybe the event to destroy it isn't actually happening. Try ...
Always: add 1 to value a of object
if value a of object => 20: destroy object
--> of course, editing the value will change how long the object stays on the screen.
wish it were more like PixElf says, but sadly it aint. It does not always happen and it sure seems to me that its some bug from MMF's engine. Killmaster is closer to my point.. i wasn't working with particles and it can appear from the first time characters collide during gameplay to not appearing at all. Anybody knows if it really is a bug on MMF coding? or other suggestions?
I haven't had this problem, but I'm using TGF. Ask anyone who's played The Core, I'm using a LOT of particles.
My Method is quite simple for destroying particles.
Number of Group.Particles > 0 - Add 1 to value A of group.Particles
Group.Particles.Values A >= (Greater of equal) 15 - Destroy Particle.
That method has always worked for me.
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Rod - is it possible you're hitting your object limit without realizing it. I mean it may look like it's only making 1 particle, are you sure it's not making like 50 of them that you can't see?
I noticed this problem in ArcaneTale, especially with the water; it’s most common for me when I have particles that have fades in & out. I fix most of them by just having the alterable value to be 0-128, and set the invisibility to the value of the alterable value. The object has to have semi-transparent selected before it will work in run-time though. Otherwise the visibility will change, but you won’t see any visual change. This is really useful because it allows you to have more flexible fades like pulsing fades and such, so not only is it a solution, but its an improvement.
Btw: As far as what you said Shab, I use the animation finished destroy a lot, maybe that’s the source of my problem. I’ll try your idea out, thanks.
I think I had a problem like this a long time ago, and I just stopped having a disappearing animation, I think thats the source of the problems.
My advice would be try moving your disappearing animation into your stopped animation, then empty your disappearing animation and then make your object become destroyed by Shab's method, it might help.
I think theres a few bugs with the animations, theres the one where if you keep telling the game to load an animation, "Punch" for example, whilst "Punch" is already playing, it can sometimes get stuck at the end of the animation, until you change the direction of the active object.
i had this problem in a tgf game i was making. i had a fastloop particle effect for blood and sometimes a couple peices of blood would just stick and follow me around. and its not pasted into the background because its above everything. oh and i didnt have a dissapearing animation so i dont think that was the problem.