No example needed, consider these frames for a platformer:
1 title
2 menu
3 world map
4 level
5 game over
6 end
The names of the frames speak for themselves.
In frame 4, to level that will be loaded for play there is a level ending condition.
Once that condition is met, the game can jump to frame 3, the world map and the player
can select the next level to play, which will be loaded in frame 4.
That's the basic idea behind it.
Hmm...I see. So basically to create a single frame game I need to have a level editor frame as well?
I just looked up good ol' Nivram's site and found a level editor example. Unfortunately, when I tried to open it, it turns out I don't have several extensions:
Window Control (kcwctrl.mfx)
Combo Box (kccombo.mfx)
File (kcfile.mfx)
Ini++ (INI++.mfx)
I found Ini++.mfx, but MMF2 is having trouble recognizing it for some reason (it won't register the extension)
I also can't find Window Control, Combo Box, or File Object as the links to the extensions have expired.
Been doing single frame until I started using flash. I didn't realize I could store binary data inside the flash file so there was really no reason for me to stop
@Dr Jamses 2
Nothing wrong with lots of frames, except that KNP/TGF/MMF can't keep up with them.
@J.C.
Well, you might want a level editor, it's more comfortable editing your levels.
But a text file with different characters will do for a tilemap.
For a basic level editor, you just need your mouse, some objects to select from
for placing in the level and some kind of data storage (ini object for example).
The Ini++ extension probably isn't really needed, the Ini extension could be enough.
The other extensions are probably there to fancy up the level editor, creating nice
saving dialogs it would guess.
You might want to try to create a level editor for tilemaps, those maps are used a lot
in video game consoles. Or you could create a level editor which just stores objects at
x,y coordinates.
@Ricky et -UrbanMonk-
Flash has been slowly dying since ... the takeover by Adobe?
Anyways, Macromedia did fine to sell.
But I am sure you can store binary data in MMF as well, it's just a question of how convenient
the store and retrieval process is. You can also store level data as strings inside.
Originally Posted by -UrbanMonk- Ricky isn't it time to update your avatar, you've looked the same for the past 10 years!
Also flash, isn't that on it's way out?
What's the highest line-count you've ever crammed into a single frame? Because I'm working on a game that's currently sitting at 2889 lines, and it's probably going to be around 5k or so by the time it's finished. Am I nervous that it will all collapse into a superdense ball of tangled Alt Values and object reference errors?
the line limit is something crazy like 16k, but you should watch your event groups they are limited to about 50, i hit that limit and it was unpleasant.
You have 20, and the max is 50, and 50 minus 20 is 30 so you can add 30 more groups. It will stop you from adding groups if you reach that limit. It doesn't matter if groups are open or closed. The max limit is approximately 50. To my knowledge, there is no limit for the number of events in a group either.
Originally Posted by nim Not sure about Fusion 2.5 but MMF's limit is 8912 events, beyond which you'll begin overwriting the events beginning at 1.
128 actions per event.
I don't think there's a limit on event groups but if there is it'll be something ridiculous like 1000+.
For what it's worth, I picked up Fusion 2.5 in the recent humble (finally upgrading from mmf) and I've so far crammed 187 animations into a button active. Yes, a button with 187 different options. So I'm thinking the limit is either 255 or nothing. Or just stupid high.
Either way a good number.
The former rick_cameron here. I've forgotten all my login details and requesting New passwords does absolutely nothing :l