Do you have MMF 1.5? They were supposed to have taken out the item limits in that version. I take it you jumped right in and put the program to the test?
Full screen lag often occurs for me when I have the window size resolution big and stretch it to full screen. When I have the window resolution set to something like 320x200 it runs very smooth compared to 1028x768. Not that I've tried lately with my recent computer upgrades! But you might be able to smooth things up if you mess around with some of the game preferences, especially with the visual catagories.
Go to Frame Properties and set the maximum objects at runtime to something higher like 3000. Like, right-click on the frame in the project explorer, go to Properties, then go to maximum objects at runtime from there.
Even so, it's 300 not 299, as you need to count the counter as well
I can't seem find my MMF1.2 right now, only my MMF 1.5 box, but didn't Clickteam email you the serial number with your order receipt? I know you get it on a sticker on the box with MMF1.5, but I think with 1.2 they just emailed it you.
THEY DIDN'T EVEN STICKER THE DAMN THING ONTO THE BOX! How the friggin hell was I supposed to know the serial had any use when I bought 1.0? Last time I'm buying anything off the internet.
* Muz mumbles a string of profanities dedicated to Clickteam.
But, to assist Astral_86...
The limit's at 10000, I think, but the more active objects you create, the slower it runs. It's by default 300 or so, so you have to adjust it like Shen said.
And if you wanna speed it up, tick Use DirectX and/or Machine-Independent speed under the Run-Time properties. Use a lower color resolution. And on some cases, ticking the Use VRAM thing speeds it up too.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
The run-time properties are different, depending on how the graphics are in your game, what ink effects and amount of objects you use, etc. I wrote an article ages ago about all that bollocks... http://create-games.com/article.asp?id=626
I just got MMF 1.5, and the serial was printed out (in small letters) on a sheet of paper that was folded together...and the envelope it was posted in had my address hand written....seems pretty amateurish all in all
I tested my computer with 10000 animating 32x32 active objects, and it worked fine.
I also tested my computer with 50% semi-transparent animating 32x32 active objects, and it worked fine until 600.
Interesting thing though, after enabling Direct X for the semi-transparent test, by 80 objects it lagged equivelent to 1120 with DX off.
MMF probably uses direct draw, which is slow for pixel ops cause it's not hardware accelerated (as far as i know)
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G