Alterable Value won't change when creating object

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  • Hello.

    I currently have a player object, a solid block object, and an empty block object.

    My events look like this:
    + Player is overlapping solid block
    - Create empty block at location of solid block
    - Set Alterable Value A of empty block to 1
    - Destroy solid block

    This works when my player overlaps one solid block at a time, but when my player overlaps two at the exact same time, only one the empty block object that was created in the event will have their Alterable Value A set to 1.

    Any ideas? I'm willing to post screenshots with more details if necessary. ;)

    Thanks

  • :O

    I was skeptical about this problem, but by trying it is as you said, if you overlap two block only one had its value changed.
    I split the event in two events and it is working, but I dont know why it was not working with one event.
    I used two animation frame in the empty block to have a feedback on the alterable values by changing the animation frame.

    Here is wath I did

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  • forgot to attack 1Ombra1 test file. X) Here it is
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  • Great to see you back on the forums Sparckman :)


    Thanks le aenever just taking a short vacation lol. XD

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  • Thanks everyone for the suggestions.

    I decided I would switch over to a different method of making these blocks and I'm met with a similar issue to the main one so again if you guys have some smart work-around that would be great! Should be a similar answer to the problem but I can't figure out how to apply it :(


    Okay so now I have a solid block, an empty block, and a powerup.

    My events look like:
    +Player is overlapping solid block
    -Create powerup at solid block location
    -Create empty block at solid block location
    -Destroy solid block
    -Set empty block's Alterable Value Grav to -6


    The empty block will constantly have 1 added to it's [Grav] value, and when [Grav < 0] the empty block will move up. When [Grav >= 0], the empty block will move back down. When [Grav = 6], the empty block will have Flag 0 turned on.


    This is where the issue is.
    +Powerup is overlapping empty block
    +Flag 0 of empty block is On
    -Sub 1 from Y Position of powerup

    This works great, the player will hit a solid block, the solid block will become an empty block (and create a powerup in it's location) and bounce up then down, and when the empty block stops bouncing, the powerup will move up until it's out of the empty block. :)

    Except if the player hits 1 solid block and then another one while the powerup is rising out of the first solid block hit, the second one will immediately rise, when it should only rise after the empty block has finished bouncing (meaning flag 0 of empty block is turned on).

    If you don't understand and are willing to help, please let me know as I can provide an .mfa example. I understand if this is hard to follow.

    Thanks :)

  • @Please login to see this link. Do you still continue to record MMF2.5 tutorial?


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    le muyinz, yep. I'm making new content X)

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  • Post the mfa example :D

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  • This could actually be cheating lol
    but the original mario had a one pixel collision for the top.
    Try this, not sure if this is what ya want, I could have miss-read le problem. X)
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  • Thanks Sparckman, although the problem is still there :(

    I might have not explained it properly so here goes:

    When the player hits a mushroom block, it bounces.

    When it's finished bouncing, a mushroom comes out of it.

    If the player hits a mushroom block and then hits another mushroom block as the mushroom is rising out of the first block, the second mushroom will come out right away WITHOUT waiting for it's block to finish bouncing.

    It's only supposed to come out once the block it's inside of has FINISHED bouncing.

    Thanks for the help though :)

  • ohhhhh okay gotcha. Here is an example using a simple animation :D
    try this X)
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  • Thanks!

    I'm busy right now so I'll have to test it in my game tomorrow.

    I see that the example you've made works using a bouncing animation instead of actually changing the position of the block, so hopefully I can do what your example has done only instead without using an animation to make the block bounce.

    Hopefully I can figure it out using your example :)

  • Also if you're wondering why I prefer to move the object up and down instead of giving it an animation of moving up and down, it's because I'm trying to make my game as easy to modify as possible and the blocks that bounce will use a qualifier (this qualifier will make them move up and down when they're created), and I might want to add different empty block objects later on.

    I feel it would be much easier for me to create new blocks with a bouncing empty block qualifier that will make them move up and down instead of having to give individual empty block with different animations their own bouncing animations.

    Only takes a few seconds but again I want things to be as easy as possible :)

  • Darn, I can't seem to find something that works that isn't relying on me having to make an object bounce up and down using animations :pacman:

    Any other ideas? I really appreciate you creating that example for me :D but I really need to make the bouncing work as a position changing rather than an animation.

  • I fixed it using for each of two loops my friend. Hope this helps!

    Thank you very much, that worked like a charm :D

    I was able to get it running in my game without the "On each one of 'empty block', loop name "bonus up". May I ask why you included that? Just wondering because if there's much of a reason then I'll include it in my game.

    Also thank you to everyone else who pitched me ideas X)

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