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Eternal Man [EE]

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13th April, 2011 at 03:50:38 -


Originally Posted by GamesterXIII

Originally Posted by Johnny Look


GamesterXIII: I think I can safely say I'm more experienced with mmf2 than you.




I laughed pretty damned hard.



Safe to say, he loled...

 
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Johnny Look

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13th April, 2011 at 03:54:45 -

Construct and mmf2 are so similar in everything I doubt that would be much of a problem-
It's not a new language in any way and doesn't feel entirely new at all, on the contrary one of the most common complaints (here anyway) about construct is that it's a rips off mmf2's interface and architecture.


 
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Johnny Look

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13th April, 2011 at 03:59:01 -


Originally Posted by GamesterXIII

Originally Posted by Johnny Look


GamesterXIII: I think I can safely say I'm more experienced with mmf2 than you.




I laughed pretty damned hard.



You have a pretty weird sense of humor then.

 
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vetmora120



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13th April, 2011 at 04:10:39 -

Too much talk, too little help Nah only joking guys, thanks for all your help, guys.

 
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GamesterXIII



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13th April, 2011 at 04:11:56 -

Get this boy a Best Comedy Album Grammy. Best comedian I've ever seen.

ps. Sorry vetmora.

Edited by GamesterXIII

 
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vetmora120



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13th April, 2011 at 04:14:58 -

Apology accepted. Oh hey by the way guys, this thing still flickers even with that new slighty updated version. Hmmm...

 
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Eternal Man [EE]

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13th April, 2011 at 04:32:19 -

Does the whole screen flicker or is it just an/some active/s?
Check if you've got conflicting animation changing- or direction changing events. Most of the time, you've just forgotten something somewhere.

//EE

 
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vetmora120



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13th April, 2011 at 04:52:38 -

Nah, only the objects that are created for the Voxel effect flicker. It's mostly when the player is moving and/or the mouse. The actives are always being created and always being destroyed so it always updates their relative position to the player.

Oh I just found what it seemed to be... I had an event to check if the bullet collided with the voxel wall effect then destroy the bullet. I changed it to the parent wall object and it seemed to do the trick... strange... But YAY

 
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Chris Burrows



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13th April, 2011 at 14:23:44 -

You should post the mfa file of what you've done so far. I'd love to see it!

 
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Johnny Look

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13th April, 2011 at 14:41:03 -


Originally Posted by GamesterXIII
Get this boy a Best Comedy Album Grammy. Best comedian I've ever seen.

ps. Sorry vetmora.



Meh, I've seen better trolling attempts from you. Still, thanks

 
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vetmora120



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13th April, 2011 at 14:50:24 -

@Chris Burrows

Here's the link for the project as you requested: http://dl.dropbox.com/u/9919361/Project.mfa

Press space during runtime to toggle the testing mode. Turns out the flickering is still there at the moment... anyway enjoy!

 
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Knudde (Shab)

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13th April, 2011 at 21:24:11 -

I've just done a quick once over and have to say that I'm stumped. There is no reason it should do that, yet it does...

That being said, I cannot replicate that issue in any of my versions of the engine. So I'm stumped.

Seems to happen more when the mouse cursor is over the voxel ob. But now that I think about it; it could be a collision/ordering on the y axis problem.

 
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Chris Burrows



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14th April, 2011 at 02:43:22 -

Well done that looks great! Very smooth too.

Also..... could somebody reupload the 3dvoxel.mfa file?
For some reason my computer won't let me go to http://mfa.aquadasoft.com

Thanks!!!!!!!!!!

 
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vetmora120



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14th April, 2011 at 03:30:23 -

http://dl.dropbox.com/u/9919361/1302613652-3dvoxel.mfa

There you go Chris. Thanks for the compliments and the help again too, guys. I've tried disabling certain groups/events but still no dice.

 
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Chris Burrows



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14th April, 2011 at 03:39:40 -

Cheers!

I'm pretty sure though GTA actually uses real 3d buildings. Not real 3d. But kinda like in Doom, raised and lowerd floors, a few angles too. Probably more like Duke 3d. But it couldn't have a 3d object floating around in the air somewhere. The cars and pedestrians were all 2d sprites. The overpasses were too from memory.




 
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