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MBK



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31st August, 2009 at 01:39:13 -

Yea .... Widgets ... How do I open a widgets' source code to edit it?
How do I create my own widgets? Do I need to use C++/Python/C#/Scripting/whatever too, or are they made with MMF2 coding only?
Are there such things as Widget Hybrids by using a "real" code language in combination with MMF2 code?
How can I control a widgets actions for use with a game?

Although I'm pretty good with TGF1, I'm a big fat NOOB when it comes to MMF2, so any help would be greatly appreciated.
I'm also an UberNoob when it comes to extensions. The only extension that I have used besides the built-ins was the fastloop extension.
I now happily avoid fastloops unless I'm dealing with someone elses code and have to edit it because there are usually better ways to accomplish the task at hand.

Has anyone created an article on MMF2 Widgets? If so, post me a link to it? If not, could someone create one please?
An article on MMF2 extensions general knowledge may be a good thing as well.


 
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31st August, 2009 at 01:48:20 -

a widget is just a self contained object. its code is within the object or objects behavior allowing it to be copied and pasted into a project with little to no editing at all.

http://www.create-games.com/download.asp?id=7414
http://www.create-games.com/download.asp?id=7417
http://www.create-games.com/download.asp?id=7452
http://www.create-games.com/download.asp?id=7717
http://www.supertacogames.com/index.php?page=Download%20Details&id=8

 
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Sketchy

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31st August, 2009 at 12:00:06 -

Like Cecil says, the code is all in the widget object's behavior - look in the properties panel, under the same tab as qualifiers.

Also, sometimes people make "multi widgets" which require more than one object. Someone even suggested using a whole sub-app as a widget.


I have 3 problems with widgets (and behaviors in general):

1.) You can only view them in the crappy "Event Editor" (not the "Event List", which I *much* prefer).
2.) You have no control over when the events are read - it's always at the end of a frame.
3.) Following on from point 2, the events are only read once per frame - so they're no use with duplicates.


To be honest, you may aswell just copy and paste the events from the behavior, into the main program loop - it'll give you a lot more control.

 
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aphant



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31st August, 2009 at 15:48:48 -

"2.) You have no control over when the events are read - it's always at the end of a frame."

Negatory! Immediate events from behaviors still execute before normal events in the main loop. However, behavior immediates come after main immediates.

Small aside, wth is up with the quote code?

 

MBK



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31st August, 2009 at 19:46:32 -

Ok, thank you guys! One more question for ya ...

Is clicking on the object in the Frame Editor the only way to get the objects properties menu to appear?


Edit: I like this "Widget" better, lol, old cartoons ftw http://www.youtube.com/watch?v=LFwoG2P-s6U


Edited by MBK

 
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31st August, 2009 at 20:19:34 -

"Is clicking on the object in the Frame Editor the only way to get the objects properties menu to appear? "

or in the object list.

 
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Jon Lambert

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31st August, 2009 at 21:27:44 -

"Is clicking on the object in the Frame Editor the only way to get the objects properties menu to appear? "
"or in the object list."

Or on the object in the Event Editor.

"Small aside, wth is up with the quote code?"

There is nothing wrong with the quote code, but what many will notice is that it doesn't render in the preview. It works just fine outside of the preview however.

 
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JoyCheck & KeyCheck Widgets
For easy implementation of customizable joystick and keyboard controls.
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