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wp



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1st January, 2004 at 21:21:14 -

What are some common uses for the fastloop object? I hear things about fastloop animations. What are those?

Thanks

 
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Ryan▫S



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1st January, 2004 at 22:09:30 -

im no newbie . . . (rating wat rating?) but how do you do fastloop bullets in a top view game where the bullet has 32 diff derctions?

 
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Teapot

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2nd January, 2004 at 00:29:32 -

i wanna noe 2

 
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Pete Nattress

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2nd January, 2004 at 05:14:10 -

http://www.create-games.com/article.asp?id=1221

there's some trig to get you started. i might try and code an example just to see if i can do it.

 
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Tiles

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2nd January, 2004 at 09:04:02 -

it is maybe useful to "glue" two actives together.
letīs say you do have 20 same collider actives under your 20 same sprites actives ... without fastloop it can happen ,that some colliders of them are connected with two sprites ,and another collider doesnīt have a sprite then.

also good to tell that only the sprite should act that is at the current collider ...

 
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Cazra

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2nd January, 2004 at 11:33:31 -

A few neat and wonderful things that fastloop can do:

-create a starfield
-create snow(or anyother thing that falls from the sky)
-perfect platform collisions(or any movement)
-create firework particles
-magic special effects(produce a bolt of lightning instantly, etc.)
-platform shadow engine(shadow stays on the floor directly below you
-instant hit bullets
-create multiple objects at once with random properties
-random terrain

...and that's all I can think of.

 
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Kris

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2nd January, 2004 at 12:26:28 -

fastloop doesn't do any of those, but it does make doing them a lot faster

 
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wp



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2nd January, 2004 at 16:42:03 -

I'm aware of the fast loop implementations for collision detection (except for those ever-pesky moving platforms where I can't get rid of overlap when the character is moving against the platform). I also use it to eliminate the lag between positioning objects relative to each other. But I've heard of fast loop being one of the most useful extensions ever created (just by doing those two things above, I agree). I'm really curious about fast loop animations, though, if they really exist.

 
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cake



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5th January, 2004 at 02:03:20 -

IMO fast loop just used by itself can only go so far in what it can do, but when you really use it in creative ways, and with other extensions, it starts to give you the power to create massively brilliant things.

What fast loop can HELP do:
RTS engines and other multiple-object features found prominantly in RTSs
Complex AI for multiple enemies
Pretty much any really cool effect, you are limitted by your imagine only
Random terrain generation was mentioned, but I just wanted to mention it anyway
Finding objects/data members that meet specific criteria (fastloop does it "instantly")
Really cool weapons (instant bullets is the absolute top of the tip of the iceberg. Laser beams, chain lightning attacks, hunter-seeker missiles, anything you can imagine!)
Plus infinitely more things that I don't have the genius to imagine.

About the animations...hmm, sorry never come across it before.

 
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Ryan▫S



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7th January, 2004 at 06:29:56 -

yes yes all good BUT wat about instant hit 32 direction bullets or somethin

 
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Muz



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7th January, 2004 at 06:42:00 -

To make a long story short:
Fastloop just repeats the events you want to repeat. If you don't know what it's for, you don't need it . Back in the old days, we oldbies used to just copy and paste events to make it work faster. Very messy.


Modine:
Just have a code for making the bullets move and fastloop it.

 
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cake



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8th January, 2004 at 02:39:30 -

Yes but fastloop lets you repeat things a variable number of loops, whereas copy and pasting events is a set number of repetitions.

Also fastloop executes mid-event, so it can act like a sub-program/function that doesnt return a value.

So if i have something like this:

Always:
Set alterable string of tempString to "There are "
Start loop "Count Players" for NObjects("player") loops
Set alterable string of tempString to string$(tempString) + string$(players) + " players"

And then if the count player loop altered the players string, this action list would still work, because when the loop is started, it goes out, runs the loop, then returns to the action after the loop call. Its very powerful.

Anyway Muz is right, if you dont know what its for, you don't need it .

 
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Muz



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8th January, 2004 at 04:45:50 -

Biax:
Do you know how confusing that code would look to a newbie? Nothing like string$ and NObject to give a poor newbie a headache .

The way you write it, I'm not even sure which is a condition and which is an action.

 
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Tigerworks

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8th January, 2004 at 16:28:19 -

Fastloops are incredibly useful. Programmers in programming languages like C++ use loops 99% of the time, and they are a great addition to MMF.
A decent RTS engine relies almost entirely on a fastloop based engine.

The fact that something might complicate a newbie is no excuse to not use something. By that thinking, nobody should use C++, because nobody would understand it

 
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Muz



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10th January, 2004 at 04:15:30 -

I meant that if you don't know what it's for, then you don't need to use it. If you can't figure out what C++ is for, it's not yet time for you to use it .

Fast loops just repeat an event really um... often at one time. If you see no reason to do so, there's no reason to.

If you notice that your line of code is programmed to repeat the same procedure over and over again, like loading a map from an array or copy & pasting platform events several times, then you need the fast loop.

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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