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Sketchy

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20th June, 2010 at 11:27:17 -

No, me neither. Is that using an extension, and if so, which one?
What did you do to "remove them" - just use the normal "repeat while key is down" condition instead?

 
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alastair john jack

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20th June, 2010 at 13:18:43 -

When I disable the group code which has my control X and Joypad extensions I get a higher framerate on older/worse computers.

And yes to your 2nd question.




Edited by alastair john jack

 
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Pixelthief

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21st June, 2010 at 05:32:23 -


Originally Posted by Sketchy
Incidentally, I tried putting the event in a group, and disabling it (like in Pixelthief's method for making fastloops more efficient) - didn't help at all. MMF2 was obviously still evaluating all the conditions, even in the disabled group.



This is odd. Lazy evaluation is one thing, but this is entirely inexplicable- theres should be no reason an event is making an effect while it is closed- the game is never evaluating it. I'm going to do some testing with large collision objects and see what happens

 
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Sketchy

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21st June, 2010 at 11:51:10 -

Yes, it's very strange.
I tried making a test app to see if I could reproduce the results, but it all seems to work normally - except in my game.

I can send you my game file if you're really interested - maybe I've just missed something simple (it happens ). I have another bug you might be able to help me with too, while you're at it (duplicates not doing what I want them to again)

 
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23rd June, 2010 at 04:57:57 -

Hmm.. that's really odd. I'd guess that it constantly checks for collisions if you have any conditions doing collision detection, regardless of whether or not you're using collision detection.

You might want to mention this on the Clickteam boards, they could figure out the problem and patch it.



When I uncheck that box, I get things registering collisions many pixels outside their boundaries.



Might be because there's empty transparent space around the sprite? It's why I love that crop button.

 
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