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LavaWave

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26th December, 2008 at 07:56:33 -

I read that there is a limit of 32 flags in MMF2, Is this true?
I found it here
http://www.create-games.com/forum_post.asp?id=239236

Can't you surpass that limit or if you make over 32 flags errors will happen?

What does clickteam movement controller do and how does it work?

 
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26th December, 2008 at 08:21:58 -

I'm not sure if this is true as I've never really investigated it, but I think once you get to the 33rd flag it will think of that as the 1st one, and the 34th one will be the 2nd one etc... :S

 
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traugott.simon



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26th December, 2008 at 09:16:19 -

As it is with the directions (which is really a useful thing )!

 
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LavaWave

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26th December, 2008 at 13:26:29 -

So I think I get it, 32 is the limit or else it bugs up but still what does clickteam movement controller do exactly and how should I use it?

 
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RedEnchilada

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26th December, 2008 at 14:00:28 -

It's something for custom movements. I haven't tried it yet, though.

 
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LavaWave

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26th December, 2008 at 17:55:25 -

Gah another question which I need it solved quickly, How do I give my character proper collision? Sometimes my character gets stuck on a wall whilst jumping and I don't know how to specify a collision box or something, Please help me on this, I cannot figure this out.

 
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VIP MemberThe Cake is a Lie
26th December, 2008 at 21:53:56 -

The clickteam movement controller lets you control the movements in runtime, like changing the amount of gravity or the radius of the oval movement etc...

Are you using the built in platform movement, or a custom made one?

 
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Silveraura

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27th December, 2008 at 05:40:16 -

When I tried to use a flag above 32... the flag just didn't work? I mean I don't think anyone here should be bracing for a crash landing or anything... it just... doesn't save a value?

 
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LavaWave

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27th December, 2008 at 07:12:21 -


Originally Posted by -Julian-
The clickteam movement controller lets you control the movements in runtime, like changing the amount of gravity or the radius of the oval movement etc...

Are you using the built in platform movement, or a custom made one?



Built in, Using the "Active" object.
It is a platformer game like Sonic/Mario and such.

Edited by LavaWave

 
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27th December, 2008 at 08:28:58 -

The built in movement is fairly restrictive, I'm afraid you might have a lot of problems with your character getting stuck in walls and roofs etc. I'm not saying you should try giving your game a custom made platform movement, but there's a very good tutorial on how to make one here if you like http://www.clickteam.com/eng/resources/fastloop_plattutorial.zip

You have to be familiar with fastloops and stuff, but I think it explains a lot of that anyway. It's collision detecting is very accurate, and gravity, speed etc is easily customizable during runtime.

 
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Aptennap



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27th December, 2008 at 11:02:26 -

I would suggest you use the Platform object, it's really easy to use and works great.
Here's a little example : www.solcon.nl/s.tennapel/platformex.mfa It's not really commented but if you have any questions just come back here.

 
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LavaWave

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27th December, 2008 at 16:53:42 -


Originally Posted by -Julian-
The built in movement is fairly restrictive, I'm afraid you might have a lot of problems with your character getting stuck in walls and roofs etc. I'm not saying you should try giving your game a custom made platform movement, but there's a very good tutorial on how to make one here if you like http://www.clickteam.com/eng/resources/fastloop_plattutorial.zip

You have to be familiar with fastloops and stuff, but I think it explains a lot of that anyway. It's collision detecting is very accurate, and gravity, speed etc is easily customizable during runtime.



Unfortunately I have no idea what fastloop is nor I ever heard about it, I just did a quick google about it and it talks about an extension but some say that MMF has it built-in, What is the fastloop object and how do I use it properly? I'l be downloading both your link and Aptennap's link and try to learn from it, I am a beginner tough so this thing is going to take me a while.

 
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27th December, 2008 at 21:36:13 -

Fastloops are built in to mmf, as an action, you go to the "special object" and a new event called "start loop" then you can name the loop and tell it how many times to run. Then if you make a new condition and use the special object again to say "on loop" and then name the loop you are referring to, then every action you put with that condition will run instantly when the event "start loop" is triggered. The event will repeat themselves the number of times the loop is run as specified before. The thing is that they will run instantly, so if you had a loop that moved the character 1 pixel but ran the loop 30 times, you wouldn't see it move 30 pixels, it would just snap there in an instant. You should search tdc for a few tutorials on loops, they come in handy with collision detection and a whole lot of other things.

There is also an extension called the fastloop object and I think the only difference is that it let's you run a loop an infinite number of times, I dunno, I've never used it

Sorry if my typing is a bit off, I'm typing this on my iPod and it's very awkward

Edited by -J-

 
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Aptennap



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27th December, 2008 at 22:25:52 -

You got an iPod touch? You lucky bastard...

 
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