it might be easier if we divided the term "BUG" into two groups:
1. Insects
2. Arachnids
That way, we can tell how to handle the bug.
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it might be easier if we divided the term "BUG" into two groups:
1. Insects
2. Arachnids
That way, we can tell how to handle the bug.
lol Joshtek :)
Sorry for the delay, I was on holidays last week.
This is not a bug, this is how the action routines are coded. I perform several loops of actions. The first exploration of the actions, calls all the actions, including the one shot actions like loops, sound etc., and the object oriented actions for the first object to be explored.
Then the next loops explores the remaining object oriented actions for the other objects, including the spread actions.
So if you want your spread action to be executed before, just duplicate the line of events.
Maybe such actions should be denoted in a special way (e.g. like true events, in another color), or should always move to the end of the list of events or anything like that to make troubleshooting easier.
Btw - why is it possible at all to put true events in a line different than the first? Wouldn't it make sense to restrict that?
There are times where you might want to wait for it to be dealt with in the normal course of events instead of straight away.Quote:
Originally Posted by Random
Oh sorry. That's not what I meant. I mean.. why can you do this:
+ Active is in the play area
+ User clicks with left mouse button
-> add 1 to counter A
Correct would be
[color:#FF0000]+ User clicks with left mouse button[/color]
+ Active is in the play area
-> add 1 to counter B
EDIT:
with the first one you get undesired results. Try it. Put an AO in a new frame and add two counters. Then add the above events.
When you run the app, you will see the first counter goes 1 up immediately, without even clicking. So why would you ever want that, or why would you want to let beginners run into a problem like this?
Sorry I'm not going to contribute anything here, bur rather ask a question : is there an article or tutorial that explains just what spreading values means and what benefits the developer can get from using it. I'm a basic clicker !
Thanks for your help ,
Eric
irregularstuff.com
Spread value
This action is quite powerful and allows you to spread numbers in an alterable value of multiple instances of an object. Imagine you have 10 instances of an object called "Ball". If you spread a value in Alterable Value A of the Ball object, starting at 1, the first object will have the value 1, the second the value 2, the third 3 etc. up to 10.
(from the program Help)
Too bad the clickwiki is down right now (www.clickwiki.info). You can find many of these questions answered there.
I suppose the next question would be "what is an instance?" ;)
If you follow the Chocobreak tutorial to make a breakout-style game you have to add many bricks to your frame. In fact, you only have one "brick" object, but multiple instances of it. This means you only have to have one "ball collides with brick" event, which applies to all of the Brick objects on screen.Quote:
I suppose the next question would be "what is an instance?" ;)