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Jon Lambert

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3rd October, 2012 at 03/10/2012 01:16:02 -


Originally Posted by Akai_R
Or you could include a blank mfa with your game when you post it. Just an idea!

If someone else posts his or her game before you, you could take that mfa (that might be larger than yours) and say it's one you generated.

 
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3rd October, 2012 at 03/10/2012 03:01:27 -

Why even go to the trouble of doing that?

Just do this.. Make a blank MFA and save it to the C drive.
Then open command prompt and do a file append.

Type this:
cd /
copy Application.mfa copy
copy Application.mfa+copy /B

and do that as many times as you need to. Taa Daa! Huge blank mfa!

Beat that dirty trick!

 
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AndyUK

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3rd October, 2012 at 03/10/2012 03:08:37 -

Even exe files vary quite a lot depending on if you're using Directx9 or the colour graphic mode you're using.

I guess the best solution would be for everyone to select the exact same options in their game so we all know exactly what extra data MMF2 has put in.

 
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3rd October, 2012 at 03/10/2012 03:32:55 -

Or get everyone to use that free version of GF2

 
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3rd October, 2012 at 03/10/2012 10:49:25 -

Instead of imposing a memory limit why not impose an object limit? This would get around the overhead issue. For example, for the basic limits set the maximum number of objects on screen at any one time a maximum of 20.

Just a suggestion

 
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5th October, 2012 at 05/10/2012 23:51:00 -

I guess we could have an object limitation. although I don't want new rules added in the middle of the thread so people can easily miss them.

But... I guess it would be cool if more than 20 visible active objects causes slowdown, bar text. Say... half the frame rate. More than 30 halves it again.

Let me know if your game uses tons of objects. Don't want to render anyone's work useless.

Edited by AndyUK

 
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14th October, 2012 at 14/10/2012 19:23:21 -

I have a problem getting objects to be active and non-active. I'd like a counter that only shows objects that are visible in the frame so we can actually have a sprite/object limit of some sort.

The only way i can think of is to have a mask and an animation object for every sprite so i can easily display a certain amount at once and be able to see how many are in a frame.

Edited by AndyUK

 
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s-m-r

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14th October, 2012 at 14/10/2012 19:41:36 -


Originally Posted by Jon Lambert

Originally Posted by Akai_R
Or you could include a blank mfa with your game when you post it. Just an idea!

If someone else posts his or her game before you, you could take that mfa (that might be larger than yours) and say it's one you generated.



Maybe you could post a blank MFA file, and make everyone download that as the source file with which they would build their project. Watermark it in some sneaky way so that you know that your blank MFA is the one you created.

 
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lembi2001



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14th October, 2012 at 14/10/2012 23:13:22 -


Originally Posted by s-m-r

Originally Posted by Jon Lambert

Originally Posted by Akai_R
Or you could include a blank mfa with your game when you post it. Just an idea!

If someone else posts his or her game before you, you could take that mfa (that might be larger than yours) and say it's one you generated.



Maybe you could post a blank MFA file, and make everyone download that as the source file with which they would build their project. Watermark it in some sneaky way so that you know that your blank MFA is the one you created.



I have a sneaky feeling that as soon as you open the blank mfa and edit it the file size is inflated dependant on your build and extensions.

I have temporarily postponed work on my game until we have established exactly what this limitation is going to be.

 
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15th October, 2012 at 15/10/2012 20:48:16 -

When would the compo end?

 
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AndyUK

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16th October, 2012 at 16/10/2012 05:21:07 -

It looks like there are far too many variables to be able to include a filesize limit.

But we can still limit the amount of frames or the size of each frame. I guess the size of the frame roughly corresponds to the amount of Ram in a console/computer? So i guess it kind of makes sense.

Just as a sort of benchmark, Super mario bros 1-1 is 3384x224.
http://ian-albert.com/games/super_mario_bros_maps/mario-1-1.gif

So lets say as a standard our computer can have levels a bit more than twice as big.
Does 7000x192 (or any equivalent size) sound reasonable?

 
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AndyUK

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25th October, 2012 at 25/10/2012 03:18:14 -

Ive been trying to make some reliable flicker when there's more than 20 objects on screen. So basically if there's more than 20 'sprites' they will randomly vanish until there's only 20 showing.

But it's not working properly.

So for now i'm just going to actually make the game.

 
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