2 Attachment(s)
Re: Problems with object selection
Thanks Olivier for the kind words and for confirming the bug. I have done some more investigating and have been able to isolate where the bug occurs. But it is very strange. It seems the code I use to fade the object over time is causing all enemies to be destroyed (when hit within 10 pixels of the enemy's bottom edge).
I've included an even more stripped down file with the bug able to be toggled using the "Q" key. You still need to hit the enemy within 10 pixels of their bottom edge to see the bug.
Can anyone confirm they still see it?
Thanks,
Mobichan
Re: Problems with object selection
Yes the bug is still here. Maybe there's a problem when more than 1 Character Image object is invloved? I'm not talking about multiple instances of the same object, but multiple copies of the object really.
You could try to use only one copy of Character Image to see what happens.
Re: Problems with object selection
I think it is a very complex problem due to fastloops. The on character draw condition seems to be called in the middle of a fast loop, and MMF object selection routines do not like it.
You must remember that at start, MMF was not programmed for Fast loop (the condition routines are not recursive), and it was added due to popular demand.
I do not know if I can do something against it.
In the meantime, if you could avoid to make the on character draw condition called in the middle of one of your fast loops, this would solve the problem.
Re: Problems with object selection
Would using the fastloop object work for this?
Re: Problems with object selection
Thanks Francois. Since there is no other way to fade these objects (in my game's case), I guess I will just remove the fade all together for the Flash version. It's a shame the text blitter isn't converted to Flash. Hopefully when it is, it will work in this case.
Mobichan