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Alterable Value Bug?
Hey Guys
Been secretly away developing a brand new engine, everything going rather smooth so far, until I hit a stump and now I am a bit dumbfounded as to what the problem is, as I have checked every single aspect of the engine.
Brief:
The blue blobs are hidden actives to hold Alterable Values for companies. The alterable value of A holds how many candy bars are available, and the alterable value of B is how many that player has bought. Simple equation really:
Player buys 10 bars of Candy, minus that from the available amount (so in this instance 70, leaves 60 available). All rather simple? But... I copied and pasted the event, as there is 10 different types of candy bar available, so rather than do each one, thought I would just copy n paste into a new event and move the 'action' block to the correct blob column... launch application, can purchase from the first company fine, in debug shows 10 has been taken away from overall stock, and B shows 10 purchased. Any other company? Doesn't work, yet everything corresponds exactly the same, I have circled Blob one's event and you can see everything is the same for company two, yet it doesn't work. It executes the actions though for other companies, so the event works, just doesn't apply the alterable values to the other companies...
Strange one, as I can buy 5 from company 2 and it takes away the 5 from the counter, so the action is working, yet the alterable values havent changed. I do the same for the first company and everything works accordingly.
[img:center]http://uber-networks.co.uk/danny/screeny.jpg[/img]
Any idea's? Or could this be an internal bug?
FYI - It could be a blocking bug, as I have deleted the event for company two and rewritten it from scratch as if it was a brand new event, and still same problem. Hence my problem!
How about this for a Monday evening :D
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Re: Alterable Value Bug?
That's a small image of my screeny...
Here's the full size version for more details
http://uber-networks.co.uk/danny/screeny.jpg
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Re: Alterable Value Bug?
A bit more of a guided screenshot...
http://uber-networks.co.uk/danny/screeny2.jpg
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Re: Alterable Value Bug?
I have a few things.
1. Could you like put an always with events setting the alterable value to the counter?
2. Make sure it's subtracting from the correct counter
3. I don't have a third idea. Things like this happen to me before but then I take an hour or more break from MMF2 and come back later and notice I've done an event wrong somewhere.
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Re: Alterable Value Bug?
Is there anything in the first event visible in the screenshot that could cause the conditions of an event further down the list to be true when it's reached? To give a more simple example:
+ Player presses Fire 1
+ Counter = 1
> Set counter to 2
+ Player presses Fire 1
+ Counter = 2
> Set counter to 0
This would end with the counter on 0, because even though the counter isn't "2" when the list of events starts, by the time it's reached, it's already been set to 2 by the first event.
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Re: Alterable Value Bug?
Just a thought, you've got a bunch of blue circles for icons of different objects. You may not have transposed all the objects when you copied them across, and you can't tell the difference because all the icons are the same.
For example, you have a blue circle object condition for each event line, but each one should correlate to a different blue circle object, correct? Are you sure they do this?
Perhaps change each one to a different colour, just to be sure you didn't make any silly mistakes.
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Re: Alterable Value Bug?
Ryan I see your point, But that is proven false already. If you look in the picture there are 10 different blue circle event collumns, If he just duped and didn't correlate and clone then there would only be 1 :D
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Re: Alterable Value Bug?
dcrew, I have checked everything a thousand times and it all appears to be correct. I may just have to try your third method though, i've plugged 9 hours in today non-stop!
Ryan i have attached a new screenshot with the actives redone and it shows how they are in corresponding order in line with the columns... i have also doubled checked the counters used in the event conditions!
David, i've used a sophisticated way of using a joypad to choose the company (hence no mouse in the game). It kinda works like this:
Company Icon (Which holds all company logos, has 16 directions to its 'stopped' animation. The active has a car movement set for it, this enables the user to swiftly move left or right to 'scroll' through the companies. Everytime the dpad is moved, it changes the direction (which changes the logo) so it works like this:
Active is facing ------> then 'set alterable value A to 1'
Active is facing <------ then 'set altertable value A to 2'
1 = company one
2 = company two
when running the app, it all works smooth. Can buy, even sell the allocated purchases, but because the rest of the companies don't hold any value to value B (amount purchased and owned) there's nothing to sell, but the whole BUY process works, apart from the other companies. Company 1 works as per screenshot, company 2 works, all the events fire off the same, end the same allowing you to carry on the game etc. but it's not affecting the Value A (Amount Available) and Value B (Amount purchased) of that specific company.
It's very strange, and I do apologise if my explanation of it all seems a bit complicated, please do say if it is and I will elaborate as much as poss!
New Screenshot of Update (to make it look simpler):
http://uber-networks.co.uk/danny/screeny3.jpg
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Re: Alterable Value Bug?
David, for clarification that i understood what you said... http://uber-networks.co.uk/danny/screeny4.jpg
I have an obsession with visibly displaying counters specifically to debug certain hidden variables and values
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Re: Alterable Value Bug?
Yea, Ever since I found out that too much of anything can cause a confusable mind and forgetfulness and not very good at noticing things.
So now I always take the odd break now and again, It really does work trust me :D