The Daily Click ::. Forums ::. Klik Coding Help ::. Graphic error. part of a moving counter gets left behind sometimes - mfa provided
 

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AmyS3

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8th December, 2015 at 08/12/2015 02:24:03 -

a energy bar(counter object) is set to stuck to the player all the time and moves around with the player.
but sometimes the bar leaves a bit of its graphic behind on a old positon while moving the player.
this also happens to the health bars from the zombies...

here's a screenshot for better visualization
Image

and here the link to the MFA:
http://amys3.de/tmp/Zombie-Zapper.mfa

the stuff you looking for is in the "playground" frame of the mfa.

any ideas why? this is the first time i see that since i started playing with MMF2.
maybe someone with more experience, or someone who solved this kind or error already, can have a look at the mfa.
please note that i did not comment the mfa but its a pretty simple setup so far and easy to figure out whats what due to the object names.

thanks a bunch in advance

Edited by AmyS3

 
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AndyUK

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8th December, 2015 at 08/12/2015 20:04:22 -

On the Properties sidebar and Runtime Options tab, change display mode from standard to Direct X 9. That seems to fix it for me.

I don't know why you get that little glitch on standard display mode though, it seems to be something carried over from really old Clickteam products.

 
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UrbanMonk

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8th December, 2015 at 08/12/2015 20:55:19 -

Make sure the counter isn't set as a background object.

 
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AmyS3

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8th December, 2015 at 08/12/2015 22:39:41 -

thanks for the advice guys but none of it helped...

i tried with direcx/directx+vram/standard and all of those with "display as background" and without.
enabled and disabled v-sync and visal themes ect... nothing worked out.

btw: directx + vram is like reeeeeealy slow on my machine and like with the normal directx the graphics are pretty ugly somehow....


any other ideas?


maybe a relevant info: i run winxp sp3 on a amd fx-4100 @ 4.1Ghz with 4gig ram and a ati radeon hd 5400.
and i use MMF2 DEV to make this stuff here.

 
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GamesterXIII



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9th December, 2015 at 09/12/2015 14:14:14 -

Try upgrading to CT Fusion 2.5? Isn't it free if you own MMF2 Dev?

 
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AmyS3

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10th December, 2015 at 10/12/2015 00:01:03 -

its only free if you bought mmf2dev from a clickteam recognized shop but not for promotional ones like i have.
i grabbed mine ages ago for free from a convention. so i can't upgrade.
but maybe i can just buy the old one for cheap(60gbp) and then upgrade for 35usd...
which is like ~80gbp instead of 250gbp for ctf2.5dev directly.

was thinking to get ctf2.5dev anyway due to the better android integration.

edit: maybe i can make a paid upgrade for my promotional copy..
i'll have a look...


Edited by AmyS3

 
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AndyUK

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12th December, 2015 at 12/12/2015 19:58:42 -

I'm sorry, I wrote DirectX 9 instead of Direct3D 9. This is what fixed it for me.

Image

Running WindowsXP wont be a problem because MMF2 is written originally to run on that OS. What you might need to do is make sure you've updated it to the latest version of MMF2 and have the latest version of your graphics card drivers and latest version of DirectX that your OS supports. Which I think is 9 for XP.

And yeah, if you have a promotional copy, it might be an older version, so it's entirely possible fixes that work for us wont work for you.

 
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Airflow

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14th December, 2015 at 14/12/2015 03:30:38 -

you could try putting the health bar on a separate layer

 
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AmyS3

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14th December, 2015 at 14/12/2015 05:36:51 -

thanks again guys but i just went the other way and got myself the TCF 2.5 as an early christmas present and been working hard on my first android release, since im broke now and need da money.
im gonna open a new thread to look for beta testers.. so look out
my old mmf2 goes into the digital cupboard and will probably stay there.

my old mmf2 dont even have the direct3d option.. only normal, directx and directx + vram.
and putting it on a different layer was also fruitless.

but this thread can actually be closed now as im not trying to tinker around on something im not using anymore(for now).

thx again !

Edited by AmyS3

 
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hapsi



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18th December, 2015 at 18/12/2015 15:17:39 -


Originally Posted by AmyS3
...but this thread can actually be closed now as im not trying to tinker around on something im not using anymore(for now).

thx again !


But it's good for others or beginners to know that moving counters shouldn't be set as "show as a background". I fixed this bug ages ago without help but it took time since i didn't know what caused it.

I don't think directX opinions have anything to do with the bug/"bug".

 
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UrbanMonk

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18th December, 2015 at 18/12/2015 19:42:29 -

Someone else mentioned putting the counter on a different layer, and that should work too since higher layers can't paste into the background the same way the first layer can.

 
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hapsi



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20th December, 2015 at 20/12/2015 14:18:04 -


Originally Posted by -UrbanMonk-
Someone else mentioned putting the counter on a different layer, and that should work too since higher layers can't paste into the background the same way the first layer can.


Could work and propably will, but if you don't need another layer for anything else, i think using layer instead of setting one option off, is a waste of time. 1 Layer game is faster than multiple layer. Matters while using a mobile device (well.. some of them).

 
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AmyS3

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28th December, 2015 at 28/12/2015 04:07:31 -

youre right about it that it might help someone else with the same issue, but i just cant solve it.
i did try the different layer methode but no help either. i think its the counter itself that it just dont want to be moved.
and if i remember right, i had the same issue some years ago already and only solved it by using a different object/extension as counter. dunno which one now... its been years.

 
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28th December, 2015 at 28/12/2015 04:46:04 -

swap it for an active object which is scaled in the x direction

Edited by Airflow

 
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AmyS3

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28th December, 2015 at 28/12/2015 06:41:17 -

i did that and it works fine, as long as you are happy with squeezed images or single color blocks/bars...

if you want to use something like a gradiend or a picture and just want to cut a piece off like the counter would do,
you have a problem.
you just cant, to my knowledge, "resize" an active by cropping. only scale...

or can you actually resize an active instead of scaling it?

Edited by AmyS3

 
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