-
1 Attachment(s)
Weird Array Object bug
I was tinkering around with drunken walk level generation, and noticed a problem that has had me driving me up the wall the last 3 hours, tough I now have figured how to sidestep the whole issue I really would like to know what the hell is going on in my application.
That was until I was able to confirm that it wasn't a coding error but strange behaviour by MMF2 itself. When writing to the array and creating an object or pasting a backdrop while checking a counter in the same event, I have noticed that that the application always writes to the array correctly but dosen't always create or paste an object to the screen. So it appears that it only executes half the event on occasions.
The problem goes away if I don't check the counter, or if I remove the writing to the array part of the even, any insight on why it happens would be appreciated.
The mfa is included, I apologize for the messy code, it never looks good when I'm trying to get something to work.
For convenience I have highlighted the event in question for convinience with a comment. :)
To input a seed and make a "map" input a number in the edit box and push restart.
-
This is going to be impossible to fix unless we know what it looks like when breaking.
-
It is incomplete when the map is generated, if you push the repair button after generating a "map" with a seed other than 0, it will show the map that the array actually has stored.
-
Honestly I don't know why it's doing that, but for a solution couldn't you just run the create loop to fill the array without generating boxes, and then do a separate fast loop to generate the actual boxes from the array data?
-
Yeah that was what I had figured I'd do, but still it would be nice with some insight on the issue.