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J. Willis



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31st August, 2009 at 07:31:57 -

Ok so I'm new to the whole MMF2 thing and I made my character an active....in the active edit screen when I test play his animations they are fine but when I test play the frame all his animations move too fast...faster then what they are set to on the active edit screen...So can someone help me with this

 
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Thus this life force
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Don Luciano

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31st August, 2009 at 08:52:54 -

yes, it is because the animation editor uses different frame rate than the game... slow down the animation in the animation editor.
Otherwise you can set the frame rate of the game much higher to match the animation editor but i wouldnt recomend it.

 
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J. Willis



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  22/05/2008
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31st August, 2009 at 16:04:56 -

That makes a lot of sense...eh...is anything easy to use these days

 
------------------
Thus this life force
was not even allowed
to be born into this world.
Fate has no forgiveness for
those who dare stand against it...

Silveraura

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I am an April Fool
31st August, 2009 at 18:22:08 -

Well for one, you're using one of the easiest tools out there for as much power as you're getting. If this isn't easy, than maybe game design isn't the right field for you, because it only gets more complex from here on out.

 
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OMC

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31st August, 2009 at 18:25:39 -

You're right, it doesn't make sense, it's silly. Just one of those things you have to keep in mind.

 

  		
  		

-J-



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VIP MemberThe Cake is a Lie
1st September, 2009 at 13:26:15 -

Didn't it used to do something like this in KNP? Anyway, as OMC said it's just one of those annoying things you learn to live with
Kind of like a really loud parrot. It may squawk all night but at least you'll get used to wearing earplugs. Something I can guarantee will come in handy later on.

Ok that's enough metaphors from me.

 
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J. Willis



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  22/05/2008
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1st September, 2009 at 16:55:40 -

LOL ok...Yeah I'll deal with it...Cause of course I'm gonna become the greatest game designer ever ya know...buy Ephonite games [10-20 years from now]

 
------------------
Thus this life force
was not even allowed
to be born into this world.
Fate has no forgiveness for
those who dare stand against it...

Levirules



Registered
  27/09/2008
Points
  37
2nd September, 2009 at 03:40:50 -

A good explanation for this is that the animation editor is only running code to animate your sprite. When your game is running, it is running a lot more code in the background, which would slow down the frame rate compared to when you are in the animation editor.

It could also be that MMF programs default at 50 frames per second, and your screen is being refreshed faster than that while in the animation editor.

It does make sense, but unfortunately, it's just one of those things that you just have to toy with to get right

Edited by Levirules

 
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Neuro

Ludologist

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Game of the Week WinnerVIP MemberI'm on a BoatPokemon Ball!
2nd September, 2009 at 03:53:31 -

I get around it by using alterable values with timers and stuff to set animation frames/directions/speeds - gives a lot more control than the default animation controls. Little extra work but it seems to make things more solid and flexible, for me.

 
n/a

J. Willis



Registered
  22/05/2008
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5th September, 2009 at 18:49:12 -

Yeah that makes sense Neuro

 
------------------
Thus this life force
was not even allowed
to be born into this world.
Fate has no forgiveness for
those who dare stand against it...

Silveraura

God's God

Registered
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Points
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Game of the Week WinnerKlikCast StarAlien In Training!VIP Member360 OwnerWii OwnerSonic SpeedThe Cake is a LieComputerChristmas Tree!
I am an April Fool
6th September, 2009 at 04:28:08 -

I got in the habit of giving a lot of my animated objects a behavior specifically for animation and linking it to the first alterable value, and I link the first flag for forward or backward. That way no matter what I do, I have a pretty general standard across the board when working with a wide variety of objects. It defiantly gives me a lot of flexibility while keeping things organized.

PS: Only bringing this up because Neuro mentioned it. It really does work, and well.

 
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