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siven

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26th January, 2011 at 10:32:25 -

so id like to make it so my pistols are shot when you press the button, not a press and hold kinda deal, but i did what seemed logical and it didnt work.
heres what the code looks like...
Object(Guninhand) Is faceing ->
Limit Condition for 0.30secs
+Upon Pressing D key
= Fire bullet

logically that would mean you can only shoot every 0.30 seconds, but what happens is you shoot once, and than it wont let you shoot in that direction again. also, there are each of those events for the other directions as well. the only reason i dont have hte bullet fireing in the direction the guninhand is pointing is because in order to have an arm pointed upward on the left side and on the right side, i had to use the 2 spots on the animation thing to the left and right of the UP slot, if that makes any sense. anyone know what i did incorrectly?

 
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26th January, 2011 at 13:10:09 -

Repeat while is pressed "Space"
+ Active.AltA = 0
Then
> Active.AltA = 10
> Fire Bullet

If Active.AltA > 0
Then
> Active.AltA = Active.AltA - 1



Where 10 is the cooldown time.

Edited by an Administrator

 
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26th January, 2011 at 13:10:34 -

I'd use a flag or alterable value, depending on how long you want the pause to be.

Object is facing ->
+ Object flag 0 is off
+ Upon Pressing D key
= Fire bullet
+ Set Object flag 0 on

Every 0.30 seconds (Or always, or whatever)
= Set object flag 0 off

Edit: Bah! Too slow. Use AssaultAndy's method. It will work independent of the timer.

Edited by OMC

 

  		
  		

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26th January, 2011 at 14:53:44 -

Eww thats not typical of you to recommend that sort of method, OMC.

 
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26th January, 2011 at 19:10:36 -

Well, I was going to use an alterable value method, but I changed my mind for some reason.

Must not have been thinking straight this morning!

 

  		
  		

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26th January, 2011 at 19:39:06 -

Then you would die if you saw my code Gamester...especially the code in OMC's game that I helped work on.

 
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s-m-r

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26th January, 2011 at 20:51:49 -

(for all the noobs and fellow novices out there)

I remember reading somewhere that using the Timer to have a set time for events isn't as effective as using an alterable value, as one machine may be able to keep up with the timer, but others might not. As I am not the best at coding, I tend to stick with using Alterable Values in all cases where a timer might do, simply because if there's a sequence of events based upon timers and/or regular intervals, they'll always keep pace with the way the rest of the game is running.

But most of y'all know this already. My point is that I just shy away from using the Timer object unless there are very, very few Active Objects and/or functions/events.

 
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26th January, 2011 at 23:38:39 -

Why not use TimeX and use the nloop function?

 
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26th January, 2011 at 23:57:39 -


Originally Posted by s-m-r
(for all the noobs and fellow novices out there)

I remember reading somewhere that using the Timer to have a set time for events isn't as effective as using an alterable value, as one machine may be able to keep up with the timer, but others might not. As I am not the best at coding, I tend to stick with using Alterable Values in all cases where a timer might do, simply because if there's a sequence of events based upon timers and/or regular intervals, they'll always keep pace with the way the rest of the game is running.

But most of y'all know this already. My point is that I just shy away from using the Timer object unless there are very, very few Active Objects and/or functions/events.



For the perfectionist its also less accurate as you cannot reset the timer.

If you have an event that says

Z is pressed
+ Every 00.05
- Shoot

and you start pressing Z at 0.02 then the object shoots 00.02 seconds earlier

if that makes sense.

Negligible? Probably, but it bothers me. You can reset the alterable value if the player lets go of shoot.

 
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Duncan

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27th January, 2011 at 01:11:56 -

I use no timer events at all. But...



If you have an event that says

Z is pressed
+ Every 00.05
- Shoot

and you start pressing Z at 0.02 then the object shoots 00.02 seconds earlier



It still makes me cringe because I know this has always been how it works, but I noticed in TGF2NE (only MMF2 product I've used) it's been "fixed".

Every 00.05 + While Z is pressed uses the frame timer,
While Z is pressed + Every 00.05 starts a unique count

So OMC's version should work as Object Flag 0 on + Every 00.30

It still sux because it uses the timer!

 
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27th January, 2011 at 01:59:31 -

Wow seriously?

Thanks o_o.

but yeah timer = bleh

 
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27th January, 2011 at 06:15:36 -

I still have a nasty habit of using timer events. I also have a nasty habit of stopping at a McDonalds and suddenly getting hungry. I know it's horrible for me, and when I think about it long enough, I go for the much better alternative. I think this is a pretty good analogy.

 
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siven

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27th January, 2011 at 08:54:44 -

thanks everyone! i think i gathered what info that i need to finish this little deal up. also, ive learned... Timer = evil.

 
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27th January, 2011 at 09:21:06 -

TimeX is pretty gooooood.

 
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27th January, 2011 at 10:59:37 -


Originally Posted by DudeHuge
TimeX is pretty gooooood.



Yeah it can be nice, as long as you manage to start the "nloop count" from when you want to, i.e the same difficulty as resetting the timer.

Alterable values are the best for most situations, and since MMF2 has a shitload of em in every object you can afford to use them.

He, that was always a blast in MMF1.2, trying to make A.I with three alterable values and the flags.

 
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27th January, 2011 at 14:30:13 -

Ah, the days of using the timer in jump events. Uncontrollable variable jumping lol.

 
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siven

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27th January, 2011 at 18:30:06 -

Well, just so you guys can see, this is what i did.

+Object(Guninhand) Is faceing ->
+Alterable value A of Guninhand is lower or = to 0
+Upon Pressing D key
= Fire bullet
= add 20 to alterable value A of guninhand

and then...

+Every 0.1 seconds
+alterable value a of guninhand greater than 0
=subtract 0.1 from alterable value A

it works just fine too.

 
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27th January, 2011 at 18:31:42 -

You should switch the every 0.1 seconds out for an always.

 

  		
  		

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28th January, 2011 at 02:49:54 -


Originally Posted by OldManClayton
You should switch the every 0.1 seconds out for an always.


Always is faster then every 0.1 seconds.

 
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28th January, 2011 at 03:00:30 -

Which would be easily fixed by adding a higher number to the alterable value.

 

  		
  		

siven

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29th January, 2011 at 02:21:26 -

what would be the point in making it an always event? using the 0.1 secs makes it easier to moderate the amount of time between shots fired.
and i read something somewhere that said the fastest mmf2 can process events is 0.2 secs, is that true?

 
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29th January, 2011 at 05:25:59 -

No, MMF will process as fast as your computer can handle and within the frame rate limit.

OMC is right, the timer event may work fine on your computer, heck it may even run fine on every computer, but it's a bad habit to get into because once you start using larger amounts of time you'll start to have inconsistencies if the game runs at an inconsistent frame rate.

The Timer is based on real time, and not in-game time. That's the only real problem.

 
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29th January, 2011 at 13:23:45 -

Siven, once we've learned that the timer is evil, we use no timer at all!


and i read something somewhere that said the fastest mmf2 can process events is 0.2 secs, is that true?



Before MMF2 introduced framerate settings, all klik games ran at 50FPS. I.e., if the game was running at maximum speed (which it rarely would be), the events would run and the screen would be redrawn every 0.02 seconds (protip: this is completely different from every 0.2 seconds). The 'Always' event means 'every frame'.

Unless you use 'machine-independent speed', which I remember typically being gamebreaking, the game speed is going to fluctuate with framerate. The timer isn't, so it's a one-way ticket to inconsistency land.

 
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30th January, 2011 at 11:27:20 -

So all in all.

This is is how your conditions and events should go:

+ Upon pressing "Fire button"
+ If guninhand is faceing direction 0
+ Active.altval = 0
- Fire bullet
- Set Active.altval to (time before you can shoot again, maybe 10)

+ While Active.altval > 0
- Active.altval = -1

 
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16th April, 2011 at 16:07:15 -


Originally Posted by Assault Andy
Repeat while is pressed "Space"
+ Active.AltA = 0
Then
> Active.AltA = 10
> Fire Bullet

If Active.AltA > 0
Then
> Active.AltA = Active.AltA - 1



Where 10 is the cooldown time.



Why haven't I figured this one out? This was just the one I needed for my comming new project! Thanks!

 
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16th April, 2011 at 16:16:19 -

I thought "Always" equated to "0.02" seconds.

 
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19th April, 2011 at 12:29:30 -

I read an article that basically said 0.02 timer is equal to Always. Even if that's true it's just better habit to use always.

PS. How i'd do it.

code-------
+always
subtract from value 1

+Space key down
+value<=0
-Fire bullet
-set value=10
end code-------



 
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19th April, 2011 at 20:51:32 -


Originally Posted by The Chris Street
I thought "Always" equated to "0.02" seconds.

That's only when the framerate is 50. "Always" equates to FrameRate/100.0. The default framerate is 50, so by default, "Always" is "Every 0.02 seconds".

 
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19th April, 2011 at 23:12:55 -

Yeah, I was gonna say. In-game loops are completely independent of time. This is precisely why timer events are a bad idea to use, because when the game slows down, timer events still fire on time. "Always" is based on in-game loops, so if you increased the framerate, naturally "always" would be a faster than 0.02 seconds. Likewise, if you slowed the framerate down, "always" would be slower than 0.02 seconds. Slow it down to 30fps and Always will literally fire 30x a second.

 
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24th April, 2011 at 06:01:16 -

No, you're all doing it wrong. The original poster had it almost right.

Repeat While "Fire" is pressed
Restrict Actions for 0.10 seconds
-Shoot Object

 
Have you even been far as decided to use even go want to do look more like?

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24th April, 2011 at 12:54:23 -

Personally, I think you should do what you can to make sure the game will run at full speed on as low a spec computer as possible (include options to disable special effects, etc if need be) - and then if the player's computer isn't fast enough, that's their problem.
There's no point trying to make a game run normally but at slow speed.

 
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24th April, 2011 at 13:29:59 -


There's no point trying to make a game run normally but at slow speed.



But that's what MMF does for everything else by default. Can you really account for everything that might trigger the tinest dip in performance? The inconsistency is just going to lurk in the shadows until it gets an opportunity to break the game.

If a game's perfectly playable with those special effects enabled, but for some reason I can't make a particular jump while something's exploding (edit: or because the midi file playing changes or whatever), I'm going to be inclined to think it's the developer's fault.





Edited by Duncan

 
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24th April, 2011 at 14:23:16 -

This is an awful lot of talk for such a simple problem. Personally I'd use the method suggested by Assault Andy in the first reply.

 
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24th April, 2011 at 14:39:25 -

So would I

Never use timers.

 
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24th April, 2011 at 14:42:18 -

'Cept for when you need to access real time.

 
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24th April, 2011 at 15:04:21 -

I still wouldn't use timers, since they don't let you access real time anyway (see rest of thread). I'm pretty sure TimeX can get time independent of framerate.

Edited by an Administrator

 
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24th April, 2011 at 19:07:20 -

This is how I do it.

http://www.whenthereisnoroominhellthedeadwalktheearth.com/MMF/firingspeedtutorial.mfa

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25th April, 2011 at 03:12:17 -

Chris - that looks good but remove the "Every 00-01"" from everywhere. Your code will run exactly the same, except it will be consistent on slow machines

 
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25th April, 2011 at 06:06:09 -

How slow of a machine are we talking?

I've run games I've made on so many pieces of shit and they still run the same.

But yeah I need to get in that habit of using always instead. Thanks! happy easter

 
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25th April, 2011 at 15:12:25 -

Anything that runs below the target FPS will run differently. It's not likely that someone is using a computer that slow, but it's not just that. If you freeze the app (such as with grabbing the title bar - I think), or your computer happens to lag for a second (due to some other process), it will run differently if you use timers. If you use counters/MMF framerate instead then it will run the same on all machines, albeit slower. In your code, there's no point in having the Every 00-01 in there.

 
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25th April, 2011 at 15:35:14 -

I just really like timed events like: every 02'13, they just add some unpredictable behaviour in your game.

But I recommend Andy's method too.

 
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25th April, 2011 at 15:49:09 -


Originally Posted by Jenswa
I just really like timed events like: every 02'13, they just add some unpredictable behaviour in your game.

But I recommend Andy's method too.




It's even more unpredictable with a Counter=Random(3276*Random(23)!

 
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