What new things would you like to see be put into MMF2 when it comes out?
I'd like MMF 2 to have an option to display an active object as a background. This could be used to create awesome background effects such as animated backgrounds, parrallax backgrounds, and wavy backgrounds.
1. Sprite scaling and rotation
2. Alpha-Maps (in sprite transparency variation)
3. Ability to create a vector between 2 points and run collision test using it (determine sight among other things).
4. Increased maximum object speed
5. Unlimited Active Objects
6. Built In Parallex Scrolling
7. Faster runtime
I'm not too sure about this, but I think it is going to have the ability to put actives behind backdrops.
n/a
Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Registered 23/09/2002
Points 4811
30th November, 2003 at 04:55:20 -
MMF2 is going to have different layers on the level editor, and you set the scrolling speed of these relative to the main layer, so parrallax scrolling will be very easy.
I always forget what I want added in there. Possibly a better Change Color system, the ability to have Strings in front of actives, and a better Sub-App extension.
-Faster Runtime
-Multimedia capabilities without 3rd party extensions.
-Alpha blending
-Visual Effects
-Better Built in Movements
-A script based interface as well as the event editor.
-Ability to use directPlay.
Vote Quimby!!!
Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Registered 23/09/2002
Points 4811
1st December, 2003 at 15:41:34 -
you can use directplay anyway; there's an extension for it
"If Darl McBride was in charge, he'd probably make marriage unconstitutional too, since clearly it de-emphasizes the commercial nature of normal human interaction, and probably is a major impediment to the commercial growth of prostitution."
-- Linus Torvalds, December 5th 2003.
(Darl McBride is CEO of The SCO Group)
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Here's something that could be really useful in MMF 2:
Object Hierarchies.
This is useful for giving enemies a custom movement with sensors.
You can set the enemy as the parent object and the sensors as the children. This way if the sensors collide with something, the actions for the enemy will only be for the enemy that the sensors are associated with.