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Shen

Possibly Insane

Registered
  14/05/2002
Points
  3497
12th March, 2004 at 16:07:23 -

If you're hellbent on using TGF you're just holding yourself back See arty cull in pro file plz

24-bit colours it is. The last 8 is for alpha-layering or something.

 
gone fishin'

MasterM



Registered
  02/01/2002
Points
  701

I am an April Fool
12th March, 2004 at 19:47:33 -

i hate the runtime of mmf. it can be soooo damn slow.

 
Image

Cazra

Crazy?

Registered
  24/07/2002
Points
  4472

Game of the Week WinnerVIP Member
12th March, 2004 at 19:52:49 -

TGF is easier for drawing sprites. When it comes to power and programming, though, it rocks!

At the point I'm at, I usually start games with TGF and finish it in MMF, adding all the bells and whistles and advanced stuff TGF can't do.

 
n/a

Evil Monkey



Registered
  08/12/2002
Points
  598
13th March, 2004 at 14:11:11 -

No, MMF is easier for drawing sprites. You can zoom twice as far as TGF, and the pencil tool actually works properly.

And there are people that say that the extra 8 bits aren't needed, well, the extra 8 bits are for the alpha channel. I wish MMF could support the alpha channel!

Things MMF Can Do:

- Create scrolling parallax (Although a bit buggy if not done right)
- Rotate and Resize External Pictures
- Use Arrays to store information (Automaticly encrypted)
- Create Projects, which can hold multiple applications and use them for split-screen, and other purposes.
- Compress pictures and sounds better than TGF.
- Run faster than TGF
- Run Active X Controls
- Show multiple windows at once
- Create custom screensaver settings dialogs!
- Make it so the screensaver doesn't automaticly end on imput
- Have 16 alterable values per object
- Play back DVDs, .wmv files, and more using the Direct Show object.
- Play samples and music over frames
- Change the shape of the window
- Set the task priority at runtime
- Not have a splash screen at the end

Things MMF Cannot Do:

- Use hardware acceleration
- Have unlimited variables per object
- Have much control over DVD playback
- Change the framerate (Could be useful for Matrix powers and debug modes)
- Make levels as easily as TGF
- Use icons for 24-bit and 32-bit (alpha) icons, as well as icons for 48 x 48 and 64 x 64 (Oh well, TGF can't even have 256 colors in icons! )

 
Project Progress:

1.: Droid Runner (5% Complete)
Finishing Up Game Engine

Kris

Possibly Insane

Registered
  17/05/2002
Points
  2017
13th March, 2004 at 14:24:41 -

> The last 8 is for alpha-layering or something

usually the extra 8 bits are just padding to make a single RGB unit 4-bytes wide (because PC and Video card processors work better with 4 bytes at a time rather than 3)

MMF can't have real user functions (as far as i know) or threads.

Image Edited by the Author.

 
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G

Crystal Clear (H.E.S)

Possibly Insane

Registered
  06/10/2002
Points
  2548
13th March, 2004 at 22:08:17 -

i dont like how when inserting an object from another .cca or .gam you can only insert 1 at a time, not multiple objects.
also burning CD's would be cool .
"Have unlimited variables per object" - no you cant do that, but you can get an extension that allows 1000 global values, which i dont think youre gonna go over .

 
HES homepage:
http://www.distinctiv-efair.com/heretic/studios
Crystal Clear Productions: http://www.distinctiv-efair.com/heretic/crystalclear

Mr Icekirby



Registered
  18/12/2003
Points
  846
14th March, 2004 at 16:28:03 -

i have high color icons in my mmf games, all the colors you want
plus 128 x 128 icons! who would wan't a huge icon i don't know but it would be funny... i can even have inverted icons, what ever is behind it gets inverted

 
Mr Icekirby says so!
OBEY ME!

Kitsune Yamato



Registered
  27/03/2004
Points
  207
29th March, 2004 at 18:09:23 -

MMF is great in that it has all those obvious advantages over TGF (like split screen and MIDIs over multiple frames). But MMF does have its weak points. Namely the animation editor and the way you insert objects into levels from other levels/apps.

I swear, I used an edit of Ryu's Shinku Hadouken beam for one of my characters' special moves, and it took me over an hour just to put ALL the sprites in for it. On the other hand, TGF allowed me to make it in a fraction of the time.

But anyway, I make my game engines in TGF. I later port the engine to MMF to continue working on the game, due to higher memory quality and a higher object count.

 
Visit Goshi-Dan's Arcade at http://www.demontears.net/~gdarcade

Mr Icekirby



Registered
  18/12/2003
Points
  846
31st March, 2004 at 02:49:50 -

tgf is simple to start a game in, mmf to finish and compile is a nice duo

 
Mr Icekirby says so!
OBEY ME!

Tigerworks

Klik Legend

Registered
  15/01/2002
Points
  3882
31st March, 2004 at 09:56:39 -

MMF is both fast and uses some hardware acceleration if you turn DirectX and VRAM on. With VRAM, the image of the screen is put on your video card RAM to speed it up (if your video card has enough RAM). 3D hardware acceleration exists, but very little is done for 2D acceleration though - talk to companies like ATI or nVidia if you want that changed

The list of things MMF can do is huge... it can do more things than most people here seem to think it can. Extensions add a huge amount of power too. And TGF's list of what it can do is pretty small compared to MMFs

BTW with a quick experiment in Paint Shop Pro, I can just about distinguish between RGB 0,0,132 and RGB 0,0,134 (monitor 20% brightness). You can't really count how many colours the eye can see though, it's just different amounts of red, green and blue light photons entering your eye However, a gradient in 32k colours can often look blocky whilst it looks smooth in 16m colours.

Image Edited by the Author.

 
- Tigerworks
   

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