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Del Duio

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8th March, 2009 at 15:12:48 -

Nothing I do will make this problem go away. So far it only seems to happen to frames I have that are bigger than 330 x 205 (a normal sized-room). This particular example is a wall torch. You enter the room and for a split second the torch isn't there, and then it is like it's supposed to be. Mind you, it's already set to visible and nothing anywhere in the code makes it turn invisible. The only animation it has is stopped.

Now when you go to the very next room which has 3 wall torches itself they are right there at the start like it SHOULD be for the torch in the larger framed room (640 x 205). It seems like it's some sort of weird memory issue so I tried increasing & decreasing the # of object at runtime to see if it made a difference and it doesn't. I checked every property for the torch and it's not load on call or global or anything it shouldn't be. There's an enemy within eyesight of the torch and that active object shows up right away and works like it should. What gives?

Unrelated (possibly) is when I'm playing the game entering a larger-sized frame sort of has this little yet slightly noticible "pause" while I assume the thing loads up. I'm not using external files or anything and the game's not tiled-based like it has to wait for anything. I mean I assume my computer should be able to handle and run anything I can make in MMF2 since it hasn't had any weird problems with a lot of superior games.

Any ideas on how I can get MMF2 to, I dunno, load the objects on a frame any faster? Every now and then something strange and unexplained will happen to me while using it so this looks like it's the new problem of the day. Thank you.

 
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nim



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8th March, 2009 at 16:07:56 -

If you're, for example, using mp3s for background music (i.e. large files) then it's going to noticeably stall while loading those at the start of a frame. Go to View > Data Elements in the Frame Editor and check for any outstandingly large files.

As for your flame torches problem, that's messed up. Just hope that someone like Pixelthief notices your thread

 
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steve



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8th March, 2009 at 17:57:09 -

i've had the same annoying problem recently when I put a sub app into my frame (to create a pause menu) now when the stage loads - it shows parts of the background and other actives that I do not want to be shown while it's updating. I've tried putting a black active over the top and other techniques but nothing seems to resolve it.

Are you using a sub app object also? I havent actually tried very hard yet to remedy the problem in my game (as I have a million other things to fix/change first) but thought i'd comment anyway.

 
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8th March, 2009 at 18:22:39 -

The object isn't set to Load on Call, is it? Or maybe it should be - click on the frame properties and force Load on Call for all objects. Fiddeling around with this option has fixed some of MMF2s memory related foibles for me in the past.

 
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8th March, 2009 at 19:48:35 -

its probably something simple like have an overlay or an active above everything till everything loads

 
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8th March, 2009 at 20:54:27 -

^Yeah, thats what i was thinking, Use a layer with a black quick backdrop. Then make the layer invisible

 
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Del Duio

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8th March, 2009 at 20:55:33 -


Originally Posted by Nim
If you're, for example, using mp3s for background music (i.e. large files) then it's going to noticeably stall while loading those at the start of a frame. Go to View > Data Elements in the Frame Editor and check for any outstandingly large files.

As for your flame torches problem, that's messed up. Just hope that someone like Pixelthief notices your thread



I'm using embedded .ogg files for the music but it keeps playing throughout (the 2 above rooms are part of a cave and each doesn't have to load any music because it's already playing from earlier). I didn't know about the data elements but I guess I could take a look and see what's up.

 
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Del Duio

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8th March, 2009 at 21:02:29 -


Originally Posted by steve
i've had the same annoying problem recently when I put a sub app into my frame (to create a pause menu) now when the stage loads - it shows parts of the background and other actives that I do not want to be shown while it's updating. I've tried putting a black active over the top and other techniques but nothing seems to resolve it.

Are you using a sub app object also? I havent actually tried very hard yet to remedy the problem in my game (as I have a million other things to fix/change first) but thought i'd comment anyway.



Hey Steve I might be able to help you. First, I don't have any subapps however in one part of this cave there's a secret area that's covered with an active object that resembles the cavern rock. When they player enters the secret area the rockface turns transparent and you discover the secret section. But what was happening was when you'd go into the room you'd see the secret area for a split second, and then the active rock cover was created (much like my torch problem above). This was no good because it'd be a dead giveaway to the player on where the secret was. I tried everything and nothing worked..

Except this! I added the layer control object, created a new layer above the play frame, and created a duplicate rockface cover in a backdrop on this new layer and lined it up perfectly with the original. Then after 2 seconds (more than enough time) I had an event make that new layer hidden. The result: The frame starts and the new layer protects the secret area from MMF's stupid loading problem, and then later that protective layer gets hidden and shows the rockface cover that's supposed to be there. It's seamless. I think I might have to do something similar with my torch but since the light it gives off is semi-transparent I don't think I can use the same backdrop-y solution.

 
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"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

DXF Games, coming next: Hasslevania 2- This Space for Rent!

Del Duio

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8th March, 2009 at 21:03:55 -


Originally Posted by Dr. James
The object isn't set to Load on Call, is it? Or maybe it should be - click on the frame properties and force Load on Call for all objects. Fiddeling around with this option has fixed some of MMF2s memory related foibles for me in the past.



By default nothing's load on call but I did try it or the torch to see if anything changed. It didn't, but I also never tried loading everything on the frame on call. I could try that later.

 
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"Del Duio has received 0 trophies. Click here to see them all."

"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

DXF Games, coming next: Hasslevania 2- This Space for Rent!

Del Duio

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8th March, 2009 at 21:05:44 -


Originally Posted by RickyG
^Yeah, thats what i was thinking, Use a layer with a black quick backdrop. Then make the layer invisible



Yeah, that's essentially what I had to do to solve my secret room showing when the frame loads problem. I'll just try messing with everything later and something should work out. Thanks guys

 
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"Del Duio has received 0 trophies. Click here to see them all."

"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

DXF Games, coming next: Hasslevania 2- This Space for Rent!

Dr. James MD

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9th March, 2009 at 00:37:33 -


Originally Posted by Cecil
its probably something simple like have an overlay or an active above everything till everything loads


That's exactly it.
In my game I have a white object set to Subtract, and when it destroys it fades to black (I think, not on XP right now) so you get a kind of colour burn effect.

 
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steve



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9th March, 2009 at 10:11:43 -

Thanks Del! i'll check that layer technique out.

The load on call thing didnt work for my problem but thanks anyway, james ^^



 
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Del Duio

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9th March, 2009 at 11:55:31 -

Okay so listen to this!

I tried all the suggetions above but nothing worked. So I went to plan B which was to just move the stupid torch away from the player's sight when they first enter the doorway. A copout I know but it was better than seeing the amazing appearing torch. And somehow I screwed up the torch placement and it wasn't totally out of view when you entered the room... And now it shows up / works like it should have before. WHAT? So it looks that just by moving it a bit to the left it solved the problem. Man, that's strange. Later I guess I could try different torch placements and see if I can get a better compromise.

 
--

"Del Duio has received 0 trophies. Click here to see them all."

"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

DXF Games, coming next: Hasslevania 2- This Space for Rent!

Del Duio

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10th March, 2009 at 23:12:26 -

Indeed, I haven't tried that yet. Thank you

 
--

"Del Duio has received 0 trophies. Click here to see them all."

"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

DXF Games, coming next: Hasslevania 2- This Space for Rent!
   

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