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Manual abstract: user guide AAEON TECH MMF2 DEVELOPER
Detailed instructions for use are in the User's Guide.
[. . . ] THE GAMES FACTORY 2 MULTIMEDIA FUSION 2
USER’S MANUAL
Health warning : Some people experience epileptic seizures when viewing flashing lights or patterns. These persons may experience seizures while watching TV or playing video games. Consult your doctor before playing video games if you have an epileptic condition. You should read the following terms and conditions carefully before using this software. [. . . ] This object is only available in Multimedia Fusion Developer. text objects
• Question and answers object. Create quiz with this object who displays the questions and the answers automatically. Display and edit complex text with this object, and create your own version of Wordpad. Play sounds and video files or DVD using this powerful object. Play and manage the popular Quicktime files. Use and drive ActiveX controls with this object. Manage the display priority between the different objects of your application. The Event Editor
Shown as an array, the event editor is a grid in which you are going to display, create and modify all the events that will bring your frame to life. In the frame editor, you can drop objects and set-up the display of your application. But if you try to run an application immediately after finishing your work in the frame editor, you will notice that very little happens. The moving objects move, and finish by getting out of the display, but nothing reacts to the mouse and the application just stays there doing nothing. The event-editor is the place where you will design and create the logic behind your application. You will be able to detect the different states of the application (collisions, timer, position of the mouse etc. Events are what make Multimedia Fusion so unique: they are a simple yet powerful way of programming. Do not be afraid, there is no programming language in Multimedia Fusion, everything is done with the mouse by point and click. It is the association of one or more conditions and one or more actions. They reflect your natural way of thinking. Imagine you have created a breakout game in the frame editor, and you want the ball to bounce when it collides with a brick. You would think about this as: When the ball collides with the brick, make the ball bounce. The condition is “When the ball collides with the brick”, and the action is “Make the ball bounce”. In the event editor, you would create a condition that detects the collision between the ball and the brick, then in the pop-up condition menus of the ball set the action to bounce the ball. [. . . ] * You can add objects of the application to the display. First you need to go in Pause mode by clicking on the Pause button. Then you have two options: • Click on the “Add object” button in the bottom right of the window and choose the object in the list • Directly click on the object in the frame, it will be added automatically to the debugger. * You can keep the debugger open and restart the application: the value will be updated as the application changes. [. . . ]
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