MMF blog
Problem

I just came by a biiiig problem. The fastloops can’t be easily run on an object which exists in the game multiple times. For example, if I were to use a fastloop on a bullet, you could only shoot one bullet at a time or it would break. It works in a very basic way, but you can’t change the speed of the fastloop or all of the objects will change speed.

While I can make it work with the help of an extension, it starts to lag if there’s a lot of objects in the field.

This pretty much breaks a lot of my plans and I will have to use some extensions to replace the planned fastloop systems. While I’m pretty okay with changing my plans, the main problem will come from the fact that I have full control of a system using a fastloop, while with an extension I am limited to the features of the extension. I really don’t like the idea of my “creativity” being limited to what an extension has to offer.

I’ll probably try to find a plugin(s) that allow “infinite” directions and speed values for movement… although even with that it might be more difficult because I have to work with speed and direction instead of coordinates. The thing is I haven’t had any kind of advanced math in school so I don’t have the knowledge to calculate direction. I’ll see.

In a sense this isn’t a big impact on the game because nothing’s there yet, but it cuts down the amount of ideas I have dramatically. There’s a lot of physics based weapons and items that I planned to include, but I’ll have to replace them with something else or make them less interesting.

For example one of the most important story-based items in the game, Fireflies, were supposed to follow and randomly float around the player, but I don’t know how to do that without a coordinate based movement.

MMF doesn’t support running events faster than once per a millisecond, and this is where fastloops are needed. You can run a fastloop X amount of times, where X in my case is the speed, and the fastloop itself is an action which changes he coordinate by 1 pixel. If I used an system which changes the coordinate by more than 1 pixel to speed it up, it might pass through things that it’s not supposed to.

The problem I always had with that was that fastloops can only be run at speeds divisible by one, which means the minimum movement speed is 1px/1ms, and the next is 2px/1ms and so on. So if your speed value is 0.99, the character doesn’t move at all, at 1.8 the speed is 1, and such. This translates into a pretty choppy movement but I didn’t have time to get around it yet.

The physics aren’t that necessary for anything but the character, so I’m pretty fine for now. The main problem comes with different fun weapons that does other things than shoot bullets, which I find to be the main attraction in the selection of weapons.

It’s a shame that it turned this way but I’ll come up with other things to replace the plans I lost.

Problem

I just came by a biiiig problem. The fastloops can’t be easily run on an object which exists in the game multiple times. For example, if I were to use a fastloop on a bullet, you could only shoot one bullet at a time or it would break. It works in a very basic way, but you can’t change the speed of the fastloop or all of the objects will change speed.

While I can make it work with the help of an extension, it starts to lag if there’s a lot of objects in the field.

This pretty much breaks a lot of my plans and I will have to use some extensions to replace the planned fastloop systems. While I’m pretty okay with changing my plans, the main problem will come from the fact that I have full control of a system using a fastloop, while with an extension I am limited to the features of the extension. I really don’t like the idea of my “creativity” being limited to what an extension has to offer.

I’ll probably try to find a plugin(s) that allow “infinite” directions and speed values for movement… although even with that it might be more difficult because I have to work with speed and direction instead of cordinates. I’ll see.

Here is the map build style that will exist in One Small Favor, and possibly many other games.
There will be long routes, in which are entrances to various rooms and other routes. The connection point will exist in both routes but imaged from a different angle. So it will be a 2d game with a 2.5d map.
A long route will be a single very long level, but might be partially blocked by something, until something to get through it is found. I’m planning to keep all straight routes as a single level, except I’ll probably separate towns and such. I’m not sure if I want to have secret rooms as separate or not yet, but I do know that some of them will be separate from the route they are found on.
The image is not a planned map or anything, it’s just a presentation of the map type. It will probably also be more complicated than in the image, with various routes mixing together and going around things and stuff.
I’m probably going to plan some of the rough map build soon.

Here is the map build style that will exist in One Small Favor, and possibly many other games.

There will be long routes, in which are entrances to various rooms and other routes. The connection point will exist in both routes but imaged from a different angle. So it will be a 2d game with a 2.5d map.

A long route will be a single very long level, but might be partially blocked by something, until something to get through it is found. I’m planning to keep all straight routes as a single level, except I’ll probably separate towns and such. I’m not sure if I want to have secret rooms as separate or not yet, but I do know that some of them will be separate from the route they are found on.

The image is not a planned map or anything, it’s just a presentation of the map type. It will probably also be more complicated than in the image, with various routes mixing together and going around things and stuff.

I’m probably going to plan some of the rough map build soon.

I’m back again so here’s a little status update on my games.
Image is a play on the logo of my secondary project previously unnamed as “Emotional Game.” I’ve set to the title “Paradyze” and have made some kind of basic concept of the story, but it’s supposed to be a big mystery until you get further in the game so I can’t really talk about it without ruining it. It’s supposed to have a big emotional impact so spoiling the story would ruin the whole game. :P
The unnamed “Project 1” is now codenamed “One Small Favour”, but it won’t be the final title. I’m still trying to come up with a name. This is the main project I have going on. I’ve now got a basic concept of the story for this one too, but it will be much less depressing than Paradyze. I’m aiming for a very cheerful and comfortable to look at/play with game which has some hardcore gamer features and controls. I’m planning to make an easy and epic difficulty modes. Easy will be much easier version for those who don’t want to get so much into it, probably with dramatically reduced damage, but will also lack some of the secrets. Epic mode will probably be 1 hitpoint mode where you die from the first hit or something along those lines. Epic probably won’t have any special features in it, maybe an achievement or something, but I don’t want to force anyone into playing their ass off to experience everything. It’s just there in case someone wants an extra challenge.
Anyway, the story is about a still undecided player who wakes up in his bed and starts a normal day. He is asked to do a small favour by a relative, which at this point of my plans involves delivering/retrieving something simple from someone nearby. This simple task, through various things, builds into a bigger and bigger quest until it is an enormous adventure.
I’m thinking about including an option to choose the player’s gender, and having the whatever other gender appear within the game. I already have an idea how they would appear, but I’ll see if I will even add the option.
Currently I’m writing some ideas and coming up with more of the story. I’d like to have a beginning and some kind of setting so I could start building the first level. I think it would help the development if I’d have something to actually build, instead of just adding features into a test dummy on a test level. It was good for the while I was figuring the physics and movement, but I’m getting to a point where some game concept would help too.
I might post some demos of the game at some point, I actually posted a flash version test on my DA some time ago and I don’t think I shared the link here. Anyway here it is; http://tsunoflare.deviantart.com/art/I-will-die-if-this-works-216946991
It’s outdated a bit even though I haven’t done much recently, but it was just a test to see if I can actually post my things as flash apps. There’s some plugins I’m using that aren’t compatible, but I could replace them with uglier alternatives for Flash. I’m not planning to make this a Flash game at the moment though.
Ahhh I should probably draw some concepts soon too. :> I have some characters in mind that I want to play designs with.
Oh, also I added “Sun God Joe” to my other ideas link on the right.

I’m back again so here’s a little status update on my games.

Image is a play on the logo of my secondary project previously unnamed as “Emotional Game.” I’ve set to the title “Paradyze” and have made some kind of basic concept of the story, but it’s supposed to be a big mystery until you get further in the game so I can’t really talk about it without ruining it. It’s supposed to have a big emotional impact so spoiling the story would ruin the whole game. :P

The unnamed “Project 1” is now codenamed “One Small Favour”, but it won’t be the final title. I’m still trying to come up with a name. This is the main project I have going on. I’ve now got a basic concept of the story for this one too, but it will be much less depressing than Paradyze. I’m aiming for a very cheerful and comfortable to look at/play with game which has some hardcore gamer features and controls. I’m planning to make an easy and epic difficulty modes. Easy will be much easier version for those who don’t want to get so much into it, probably with dramatically reduced damage, but will also lack some of the secrets. Epic mode will probably be 1 hitpoint mode where you die from the first hit or something along those lines. Epic probably won’t have any special features in it, maybe an achievement or something, but I don’t want to force anyone into playing their ass off to experience everything. It’s just there in case someone wants an extra challenge.

Anyway, the story is about a still undecided player who wakes up in his bed and starts a normal day. He is asked to do a small favour by a relative, which at this point of my plans involves delivering/retrieving something simple from someone nearby. This simple task, through various things, builds into a bigger and bigger quest until it is an enormous adventure.

I’m thinking about including an option to choose the player’s gender, and having the whatever other gender appear within the game. I already have an idea how they would appear, but I’ll see if I will even add the option.

Currently I’m writing some ideas and coming up with more of the story. I’d like to have a beginning and some kind of setting so I could start building the first level. I think it would help the development if I’d have something to actually build, instead of just adding features into a test dummy on a test level. It was good for the while I was figuring the physics and movement, but I’m getting to a point where some game concept would help too.

I might post some demos of the game at some point, I actually posted a flash version test on my DA some time ago and I don’t think I shared the link here. Anyway here it is; http://tsunoflare.deviantart.com/art/I-will-die-if-this-works-216946991

It’s outdated a bit even though I haven’t done much recently, but it was just a test to see if I can actually post my things as flash apps. There’s some plugins I’m using that aren’t compatible, but I could replace them with uglier alternatives for Flash. I’m not planning to make this a Flash game at the moment though.

Ahhh I should probably draw some concepts soon too. :> I have some characters in mind that I want to play designs with.

Oh, also I added “Sun God Joe” to my other ideas link on the right.

Just learned how to do a level editor and to save and load maps… Considering this an option for P1, you could create your own map and share it with other people.

Finally fixed moving up slopes. In other words you no longer have to jump over a couple pixel high “walls”. It doesn’t work as smoothly as it probably should, but it’s good enough. I know a way to possibly make it more smooth but it’s not necessary at the moment.

Other than that I’ve mostly just cleaned up, organized, fixed and planned things. Redesigned the test map, reduced the size of everything by 50% and zoomed the game to 200%. Also added an option to create more objects and an ingame option to choose which one.

I also started Counter 2 yesterday and finished it earlier today. I added a page for it to the right.

Project 1

*streeetch* Woah I haven’t worked on this since 16th of June!

I just got my registration keys for MMF2 and SWF exporter yesterday. Now I can export programs again, and some of them even in flash format. My Project 1 currently has plugins that do not work in flash though, so if I want to do flash games I’ll have to do something else. I wasn’t planning to make this a flash game anyway though.

I added a camera override that moves the camera into a desired location regardless of the players’ position, and changed the chat text into a custom font.

Currently I’m still trying to tackle the multiple box physics, but nothing seems to work. I’m likely not going to need boxes in the game, but I need multi physics for the enemies.

Hmmm looks like physics can only be applied to unique objects, and I have to add them separately for each one. I’ll have to come up with a new way to make physics…

I’l currently trying to add movable objects such as the typical crate/box. No problem until you push it down a ledge.

I finished with Dialogues and accidentally found a way to use sub-windows. XD This is actually pretty freaking awesome, it opens a whole new dimension of possibilities for games.
I could put the menu/inventory or stats or whatever into a second window. The thing I initially was exploring was to get a more efficient way to display some kind of “system” screen where I can monitor different values. They’re currently spread all around the screen and can be disabled with a button along with all the other detectors.
I was also wondering of turning all alterable values to global values… I’ll probably do that along with the physics rework.
I mostly just tidied up things today. I got started with a menu screen too and I think I’ll finish it tonight.

I finished with Dialogues and accidentally found a way to use sub-windows. XD This is actually pretty freaking awesome, it opens a whole new dimension of possibilities for games.

I could put the menu/inventory or stats or whatever into a second window. The thing I initially was exploring was to get a more efficient way to display some kind of “system” screen where I can monitor different values. They’re currently spread all around the screen and can be disabled with a button along with all the other detectors.

I was also wondering of turning all alterable values to global values… I’ll probably do that along with the physics rework.

I mostly just tidied up things today. I got started with a menu screen too and I think I’ll finish it tonight.

Let’s start this blog uppp!
I haven’t made a game in seriously years, and the games I used to   make were really sloppy and small and never really got started. =w=; But  I  catched back to MMF2 pretty quick. The previous “products” were from  2009  and they weren’t games, I’ve listed them to the right as  “Counter”,  “Lettermixer” and “Tribewriting”.
The screenshot is my “project 1” which I started a couple days ago.  :> There’s many features that are not visible. I’d love to post it up  as a download but I’m still using the trial version of MMF, so I can’t  export it as an .exe or flash object yet. I’ll keep using the trial  until it runs out and/or until I figure out my personal money things.
I don’t actually have much ideas for this game yet. The story is  still completely open and I only have a very distant vision of what I  want to have in it. That said, I’ve been mostly thinking of new features  and ideas yesterday and today instead of actually building it. I’m  starting to get to a point where it would be easier to have some kind of  concept of the game I want to turn this into lol. I want to know the  sprite size and physics type and things that I want to have in this  game. Also I want to be able to create a name for this game lol, I hate  to call something just a “Project-insertnumber”
To-do:
Major rework on physics engine; replace pre-set numbers with ‘global values’
Test wind and other influencers to physics
Explore possibilities for universal object position keeper (you’re not supposed to understand what I mean)
Moving up slopes
Enemy and infinite generation of them
Npc and a dialogue
Fix vertically moving platform, and if possible, create an any-direction platform
Fix varying jump height if possible
Pause/menu screen
Crouching
Smooth vertical camera adjuster
I’ll add to the list when I come up with more important basic features.
More about the game on “Project 1” on the right ->

Let’s start this blog uppp!

I haven’t made a game in seriously years, and the games I used to make were really sloppy and small and never really got started. =w=; But I catched back to MMF2 pretty quick. The previous “products” were from 2009 and they weren’t games, I’ve listed them to the right as “Counter”, “Lettermixer” and “Tribewriting”.

The screenshot is my “project 1” which I started a couple days ago. :> There’s many features that are not visible. I’d love to post it up as a download but I’m still using the trial version of MMF, so I can’t export it as an .exe or flash object yet. I’ll keep using the trial until it runs out and/or until I figure out my personal money things.

I don’t actually have much ideas for this game yet. The story is still completely open and I only have a very distant vision of what I want to have in it. That said, I’ve been mostly thinking of new features and ideas yesterday and today instead of actually building it. I’m starting to get to a point where it would be easier to have some kind of concept of the game I want to turn this into lol. I want to know the sprite size and physics type and things that I want to have in this game. Also I want to be able to create a name for this game lol, I hate to call something just a “Project-insertnumber”

To-do:

  • Major rework on physics engine; replace pre-set numbers with ‘global values’
  • Test wind and other influencers to physics
  • Explore possibilities for universal object position keeper (you’re not supposed to understand what I mean)
  • Moving up slopes
  • Enemy and infinite generation of them
  • Npc and a dialogue
  • Fix vertically moving platform, and if possible, create an any-direction platform
  • Fix varying jump height if possible
  • Pause/menu screen
  • Crouching
  • Smooth vertical camera adjuster

I’ll add to the list when I come up with more important basic features.

More about the game on “Project 1” on the right ->