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rs_thomp



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24th March, 2009 at 07:34:22 -

Hello all. I am working with MMF2 and have started making a top-down view shooter, but have ran into a major problem. The display is constantly centered on the player object (I have tested using both "Always", alterable value conditions, and "every..." conditions). The frame size is about 1400x1700. The window is 640x480.

When the player is moved near the left side of the frame (mostly when moving up or down when 200-400 pixels from the left edge), often the game will slow to a complete halt for a few seconds, work for a half a second, then stop for another few until finally permitting some movement, at which point it will sometimes repeat until the player moves away from the area. There are very few active objects in the frame, and little actually going on event-wise at this point in development. The debugger will normally show 11mb of RAM being used, but when the slowing occurs, it will suddenly jump to around 670-700mb or sometimes 1300mb. It only happens as a result of player movement, and does not reoccur in any strict fashion (occurs somewhat randomly when near the left side).

I'm wondering if anyone has encountered problems like this before. I've tried tweaking the MIS settings, Direct X, etc to no avail.

Thanks.

 
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Assault Andy

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24th March, 2009 at 11:48:53 -

What are your computer hardware specifications? Click games used to lag on my old pc many many years ago (800mhz).

 
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24th March, 2009 at 13:34:05 -

Hmm... this is weird, because I didn't have this problem with my 366Mhz desktop when there were few actives.

 

  		
  		

Del Duio

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24th March, 2009 at 14:48:52 -


Originally Posted by Assault Andy
What are your computer hardware specifications? Click games used to lag on my old pc many many years ago (800mhz).



Me too. My 500MHz would slow to a crawl whenever a large active was on the screen.

 
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24th March, 2009 at 15:00:28 -

I must not have been playing the same games as you guys. o_o

 

  		
  		

Eternal Man [EE]

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24th March, 2009 at 15:04:30 -

Maaaaaany actives while scrolling and the use of 16 million colors used to slow down my old desktop comps.

 
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rs_thomp



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24th March, 2009 at 17:08:20 -

I should have specified earlier, but I'm running a 3.00 ghz processor with 2gb of RAM and a 256mb video card. That's what baffles me. There aren't many actives either, and all of them are rather small. Also, it is inconsistent in its slowing.

Edited by rs_thomp

 
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rs_thomp



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24th March, 2009 at 18:33:13 -

I fixed the problem. Apparently MMF2 didn't like me putting the speech bubble extension outside of the frame area. Awfully ridiculous.

Thanks for the help.

 
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UrbanMonk

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24th March, 2009 at 22:20:31 -

Problem with that specific extension, extensions that aren't made by clickteam tend to have more problems.

 
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nim



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25th March, 2009 at 05:09:32 -


Originally Posted by rs_thomp
I fixed the problem. Apparently MMF2 didn't like me putting the speech bubble extension outside of the frame area. Awfully ridiculous.

Thanks for the help.



That's ridiculous. Glad you got it sorted, though. Thanks for the tip ^^

 
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26th March, 2009 at 13:35:37 -


Originally Posted by Nim

Originally Posted by rs_thomp
I fixed the problem. Apparently MMF2 didn't like me putting the speech bubble extension outside of the frame area. Awfully ridiculous.

Thanks for the help.



That's ridiculous. Glad you got it sorted, though. Thanks for the tip ^^



Ridiculous yes, but very believable. I once had a problem with a string object where if it wasn't somewhere on the frame when the frame was run it'd be like it never existed. Even 1 pixel off the frame would somehow kill it. And the "destroy if too far away from frame" box was unchecked too. MMF2 is awesome but man can it act strange sometimes.

 
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"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

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UrbanMonk

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26th March, 2009 at 22:52:27 -

One time my MMF2 started making chocolate cake, that was a crazy day!

 
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