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  • Hi
    I'm working on a complex game. My main problem is I don't still know how can I get write events for get less bugs .
    I saw when I move groups in top or below other events I find many strange bugs that I can't find any reason for it.
    Other languages or some engines have some legals for writing codes.for example we know in C sharp we have to define some integers out of functions and sometimes inside. How is it in Fusion? like :
    1)Global values in top of codes or not.
    2)Main character and custom movements in top of all or not.
    3)Puzzles of game have to write in single frame or separate as level editor or not and where is place them for call? Top of any codes or after them.

    If is any reference about it I'm glad to introduce.
    I appreciate for any help or suggestions.

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  • Hi,
    For me,i put :
    -one frame for main menu
    -one frame for the game (use it to make the level editor at the main time ! )
    -one frame for result of the game
    etc...
    I code with group that are inactivate at start. Initialise the group you want at start of frame. Every non interestant group for the gameplay must closed after utilisation.

    After, i don't know if global value must be on top or not...

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  • A few things i found out while using CTF 2.5:

    • the events are read from top to bottom, so if you change the order some groups are read you will get some bugs or weird glitches
    • the game speed will determine the speed your events are read - if you set your game speed to 60 FPS, your events will be read 60 times each second (that's roughly once every ~16 ms)
    • the green events don't follow this top-down order, they are executed as soon as their conditions are met
    • using groups is really good, you will have organised code and you can double click a group's header to show or hide it, saving you a lot of space and helping with readability
    • some games can be created using only one frame (see some mobile games published by Ketchapp - ex. Don't touch the spikes)
    • try to enable and disable groups as much as possible - if some things are rarely needed or only needed at the start of the frame there's no need to keep them active

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  • Thanks a lot arthurh and DMike .
    1)What's mean of "one frame for result of the game"?
    2)I have more than 70 frames in the game. If I make one frame for coding , I need make all 70 frames for graphics and animations only and call them into the one frame for programming . Is it correct? So where do I coding for puzzle of frames. My mean is where do I put code of frames? After custom movements of player and other things or before or another places.

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  • hi

    For me all the 70 frames is made by one frame : use an ini or an array (make a level editor to create the array like i said to you).

    The frame "result of the game " can be a subapplication or a real frame if you want. But the more simple is to store the ersult, jump to a new frame to give the result of the game. If you want to restart the game, then you jump to the frame of the game. It is , i think, the most easy way to initialize the frame of the game.

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