This is really weird and I hope it's not just one of MMF's "little things" but it may be. I have this game, we'll call it Shmashlevania 2, and for the most part it works fine. Until I made this giant (for me) sized frame for a realy big room. Now my hero doesn't get hurt by anything from collisions anymore. I checked and rechecked the code a ton of times, and everything's the same as it is in the smaller frames where he can take damage normally. I also have the hero's sprite as a global object, and it remembers which direction he's facing in when you enter a new frame. Only for this huge frame it doesn't remember the direction which leads me to think it's some sort of weird MMF memory or space issue.
The frame's size is 2358 x 820. I know sometimes increasing the # of objects at runtime thing helps so I tried it at 10,000 and still no dice (I have nowhere near that many objects, possibly 70-80 max right now.) I then made the frame to 1000 x 600.... and all the damage collisions work like the rest of the frames do! WTF? I don't want to have to remake the whole thing, as it's taken me more than a week solid just to get this far on the frame already. But I can't have it so that the hero can't take damage from anything at all either, that's stupid.
Just to be clear, on 3 different sources of taking damage to the hero they all work in the smaller frames, and all don't on the larger ones. No code has been changed at all.
Any ideas?? Some of you must've made games with really big frames to them before, did you ever see something like this happen to you? (Most importantly, were you able to fix it?)
THANK YOU!!!
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"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
This has happened to me with TGF before, and sadly to say, i never found a solution.(then again, it was back when i just started)
Maybe split the room up into 2 smaller sized ones?
Or try deleting all the code, then copy and paste it into the new frame.
Your just jealous that you're not as awesome as me.
(And my megaman avatar )
That isn't a particularly big frame. I used much bigger in some of my TGF games. I never had a problem except during making one game (i think it was Tops the pig 1) I was using 16 bit mode and he would fall through the floor at a certain point in the frame for no reason. 32bit mode is always best nowadays anwyay.
Are you using 16bit mode?
is the main sprite in that frame actually a different object (not the global one in all other frames?)
do you accidentally turn off groups at runtime?
Originally Posted by AndyUK That isn't a particularly big frame. I used much bigger in some of my TGF games. I never had a problem except during making one game (i think it was Tops the pig 1) I was using 16 bit mode and he would fall through the floor at a certain point in the frame for no reason. 32bit mode is always best nowadays anwyay.
Are you using 16bit mode?
is the main sprite in that frame actually a different object (not the global one in all other frames?)
do you accidentally turn off groups at runtime?
How do I check to see what bit application I have? I can't find anything on the toolbar, and the only thing in MMF's help topics just says this:
16-bit/32-bit multimedia application
A 16-bit multimedia application runs on computers with 16-bit operation systems: Windows 3.1x, Windows 95, and Windows NT.
A 32-bit multimedia application runs on computers with 32-bit operation systems: Windows 95, and Windows NT.
So, that's great and all but it doesn't say how I can check this, or how I can change this if possible. Since I had no idea about the 2 settings I might have been doing 16 bit games the whole time. I know I have the 16 million color option checked, if that helps.
The main sprite in the frame is a copy of the global object from the first frame I made. It's always worked in the past, and even does on smaller rooms right before and after this bigger one. I thought maybe the groups got turned off at runtime but after a lot of checking I can safely say they don't. To check I made it so that a small "beep" plays every 5 seconds within that group. If it were disabled I wouldn't be able to hear the beep but I still do.
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Dang, wish I could help you.
Are you sure the "handle background collisions" tick is ticked in the frame properties? That could mess up a level. How about the other memory options for each object? No changes there either?
If you can't fix it I suggest you resize the frame to the size that worked, the gradually increase the frame size until you find the breaking point. If you know when it messes up it might be easier to locate the problem.
Good Luck!
//EE
Yeah, I thought it might have been handle the background collisions somehow too, but it is checked. That's what's weird, is that every other thing in this big room works just fine: The platform movements, the doors, treasure drops.. they all work great. It's just any time you should take damage it's as if the main sprite walks right through the hazzard / enemy when just a room before he didn't and took damage.
I thought it might have been a layering issue so I've also tried screwing around by bring the sprite and the hazzard "to the back" and "to the front", and swapped who overlaps who for the collision event checks with no success. Not yet at least, I still have a whole night to mess around with it some more and hope something works.
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
You know I started splitting up the level on a backup copy and I'm still having the problem. To add merit to the memory issues theory, I just ran the frame itself instead of from the start of the whole application and the frame worked PERFECTLY.
Although it's been improved from Hasslevania 1, I tested everything out pretty thouroughly and there were no ill effects over 8 months at least in a large test level. The only thing I can think of now is maybe it's the DMC2 object leaking memory? I have never used it before this game, and it works, but I wonder if I'm using it wrong? Is there something you have to do to it when you play the mp3 files over frames?
Right now I have a DMC2 object in each of the frames that has music playing in the background. It only loads up and plays at the start of each level, but I didn't know if you had to have a copy of the object in each level where music's going to be played in order for it to work. I guess I could try that tonight. It can't hurt.
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Oh, I forgot to mention that I did find an instance of 16 / 32 bit application stuff, but it was only when I made a new project. It had it as part of the installer settings I believe. I've only ever made new single applications so maybe that's not an option for me after all.
Do you guys normally make your games as projects or applications? It looked like the project had an option to add fonts to the user's computer, which would be pretty cool I guess, if it didn't also have the dreaded.... INSTALLER!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
I never use the installer option. Although i might have done in some of my very early games. I guess people getting shouted at for using them just forces most people to use the other option.
you can use the file object to transplant .TTF font files, can't you? I just use generic fonts and throw them in the gameplay folder, so that the 1% of people who don't have it installed, can do so manually, but 99% won't be diserviced.