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29th June, 2009 at 04:09:25 -

ok so there is paste into background which is not dependant on mmfs object limit, and there is add backdrop which IS dependent on mmfs object limit.

paste into background however also suffers from being erased as things scroll outside of the visible window.

is there anyway to be able to paste things without having to worry about them being erased when scrolling or being limited to mmfs object limit?

 
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29th June, 2009 at 04:15:21 -

O_o I thought I knew what you were talking about but I just tested it and nothing's amiss.

 

  		
  		

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29th June, 2009 at 04:24:39 -

i want stuff to be added/pasted to the background and stay there. ie blood.

when you use paste in background, when you scroll, whatever you pasted gets erased if it goes out of the visible area.

when you use add backdrop it works great until you reach the object limit. upwards of 20,000. but once you hit that, mmf starts pasting to background instead of adding backdrops to compensate, so stuff starts erasing yet again when you scroll.

i want to be able to paste/add stuff to the background, be able to scroll, not worry about things erasing, or what the limit is.

overylay redux doesnt support scrolling so im at my wits end. blood effects truly are better when the blood stays there.

mmf really needs a dedicated scrollable surface for each layer for this. pretty much an overlay that supports scrolling. draws backgrounds, draws scrollable background surface, then draws actives n such.

 
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29th June, 2009 at 04:29:15 -


Originally Posted by rand(0, $Cecil);
when you use paste in background, when you scroll, whatever you pasted gets erased if it goes out of the visible area.



Strange, that didn't happen when I tested it. Created a file from scratch twice. O_o

 

  		
  		

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29th June, 2009 at 04:31:12 -

hwa? or standard?

 
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29th June, 2009 at 04:33:13 -

HWA. That might have something to do with it. I've removed the standard icon from my start menu and desktop.

 

  		
  		

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29th June, 2009 at 04:35:11 -

hmmm. ill test it out. i really hope hwa gets out of freakin beta soon. i dont really find starting projects in it worth it with the possibility of coming across a development halting bug.

 
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29th June, 2009 at 04:38:36 -

Well I haven't yet. O_o I keep backups just in case but it's all been smooth sailing so far...

 

  		
  		

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29th June, 2009 at 04:43:20 -

well i just tested it. and it works. but for some reason mmf stops pasting into background after awhile. like at all. after a certain ammount has been pasted. so its even worse then the current problem lol

 
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MushroomVIP MemberARGH Sign
29th June, 2009 at 04:43:56 -

I didn't know this actually happened in MMF2
I will need to get MMF HWA when its got a stable release.
This would throw off my tileset background pasting level editor if I wanted it to scroll, I assume.. I'll have to test that out when I get home.

Well, hang on.. will this apply to creating/pasting backdrops from the Active Picture Object?
(Object limit isn't a concern for me unless I was making like 60,000px wide levels)

 
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29th June, 2009 at 04:47:42 -

im not sure if it applies to active picture. but active picture is basically an active. pasting it should be the same as any other active. i dont think youll have any problem but yeah unless your levels are super huge pasting will become an issue.

 
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29th June, 2009 at 04:53:53 -

ok so i figured out why you can paste into background without stuff erasing in HWA.

it doesnt actually paste into background. paste into background adds backdrops. if you do "clear all created backdrops" in direct 3d mode all "pasted" stuff dissapears. in standard only "added" stuff dissapears.

 
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-J-



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VIP MemberThe Cake is a Lie
29th June, 2009 at 09:36:21 -

I've come across this exact problem before.. and as far as I can tell, there's no way around it .

Wow... that wasn't really helpful >.>

I hope someone does find a solution though

 
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30th June, 2009 at 00:06:15 -

the only solution would be a new extension i thinks. or the ability to have a surface dedicated to pasting objects to that is scrollable built in. but yves says not in the near future. so extension. maybe ill learn the mmf2sdk and make one.

 
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tamtoum



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30th June, 2009 at 17:11:43 -

20.000 objects adding décor ?

If only it was possible with 20000

Unfortunately even on a map of 1280 pixels by 480, adding décor (then destroy object) does not correctly, bug, bug, bug again and again, even also with the HWA does not speak the rest.

Finally, the principal is that 10 years we are still at the same stage with MMF while others are already in the 3d on other software.



 
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MBK



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3rd July, 2009 at 07:40:49 -

Well, I know of a possible solution. Something that I plan on trying but have not gotten around to yet.
Basically what you'd need to do is use spread values and use the create at command to create a new instance where you want it to be
"pasted into background" at. While that is happening, you'll need to store the location information of where you created it at, plus set its alt value (so that you can keep it from moving with an event if it's an instance of something coded to move and you don't want it to).

After all that, you'll want to make it so if the instance is a certain distance away from the character and not in the viewable area it gets destroyed. Now here's the thing, you've still got that information stored of where you created the instance. You then take that location info and if the character's location is within a certain distance of that, create the instance (just off screen) ...

... This is only a guess as to how it might work, but I've had hunches that have panned out before .. the only thing one can do is try.
.. quite alot of work though, I know, but if it works and creating/deleting object instances doesn't down the speed, then it will mean infinite active object instances (and infinite active objects period if the ones needed offscreen don't count) ... unless you stack over 20,000 actives all on the currently viewable portion of the playfield of course ..


 
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Cecilectomy

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3rd July, 2009 at 10:52:48 -

the only thing i have to say about that is the amount of polling youd have to do. looping through all instances to check to see if they are close enough or far enough away to create or destroy them would get really laggy.

my current project is becoming less and less what i originally wanted it to be because of the sheer limits of mmf2. everytime i want to pull something off, every method i try either fails or is unbearably slow. which is sad cause the game will turn out nothing like i wanted it to, or ill just end up abandoning it.

 
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aphant



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5th July, 2009 at 09:58:11 -

Reinterpretation of MBK's idea:

Blood hits the background. Save that positioning data. When the blood is both off-screen and some arbitrarily sufficient distance away from the edge of the visible area, do some "garbage collecting". When garbage collecting, what you would be doing is removing excess blood pastes when the player isn't looking, and replacing them with other objects. You'll want to be doing this for pasted objects that are overlapping each other, where this trick will really save on memory.

A bit o' sleight-of-hand.

 
   

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