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Thread: Build 292.11 - Beta version

  1. #51
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export Module
    Janette5's Avatar
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    I assume it's part of the problem that I reported in the thread 292.10 #65 (Page 7).

    The always command was simply: Group.Good: Force animation frame to a value of Group.Good.

    But Group.Good and the values were only created and set when a group was activated later on in the game. I've not had this error again after I created a object with the qualifier group.good at start of frame.

    I probably couldn't recreate the error on purpose because it happened at random.

  2. #52
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCUnicode Add-on

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    Quote Originally Posted by Janette5 View Post
    I assume it's part of the problem that I reported in the thread 292.10 #65 (Page 7).
    I've not had this error again after I created a object with the qualifier group.good at start of frame.
    I got a similar problem some time ago.
    I think it was something like :

    "Active object X is overlapping Group.Y > do something"
    with no actives from Group.Y at start of frame, they were supposed to be created later.
    Fusion considered the event was always true though O.o

    To avoid this, I had to create a "prototype" object of Group.Y and leave it outside the scene, and it was all ok since then, as Fusion had an object to refer to when testing the event.

  3. #53
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    Flags are not resetting when you restart the frame even when the objects are destroyed at the end of the frame - it saves the flags in their final state as they were at the end of the frame.

    It's a problem - because now at start of frame I have to set off every flag that I use for every object that is auto-created at start of frame ... else the restart option fails.

  4. #54
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    Here's an example .mfa for above post.

    You have to run this as an application and press the "restart" string provided.

    The loops that run, when you first run the level, will not run on a restart and the flags for the Empty Space Objects are still set.


    If I manually set the flags off as a start of frame event then everything works 100% when I restart.
    Attached files Attached files

  5. #55
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    Quote Originally Posted by Janette5 View Post
    Here's an example .mfa for above post.

    You have to run this as an application and press the "restart" string provided.

    The loops that run, when you first run the level, will not run on a restart and the flags for the Empty Space Objects are still set.


    If I manually set the flags off as a start of frame event then everything works 100% when I restart.
    I think it's normal. Actually you do not do a Restart, you do a "Jump To Frame" and your object is a global object, its values and flags are preserved between frames.

  6. #56
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    @Yves : is there a difference between Restart and Jump to Frame if none of your objects are Global? I tend to use them interchangeably.

  7. #57
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    I use jump to frame because "restart" resets the music. Other than that I expected the results to be the same.

    But those objects are destroyed. You shouldn't be saving values and flags when an object is destroyed - then it should be recreated again with its defaults - and its defaults are all zero and off.

  8. #58
    Clickteam Clickteam

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    Quote Originally Posted by Janette5 View Post
    I use jump to frame because "restart" resets the music. Other than that I expected the results to be the same.
    Nope, Jump to Frame restores the values of global objects that have been saved, this is how it works.

    But those objects are destroyed. You shouldn't be saving values and flags when an object is destroyed
    Ah, I see the problem, this one is a bug. Actually when you delete an object it's not deleted immediately, it's deleted at the end of the game loop. And for some reason apparently the routine that saves global object values is called before the objects are fully deleted and doesn't test if they are marked as deleted (so it saves the values of the ones that have been deleted in the last loop).

    This routine can't be simply modifed, we would need to add an option to take deleted objects into account, otherwise we run the risk to break numerous apps (such a bug is in a release version quickly becomes a feature...). I'll think about it. In the meantime, you should reset the flags manually at the end of the frame.

  9. #59
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    Quote Originally Posted by mobichan View Post
    @Yves : is there a difference between Restart and Jump to Frame if none of your objects are Global? I tend to use them interchangeably.
    From what I see in the code, sounds are stopped if you do a Restart Frame even if the "Play sounds over frames" option is checked. It seems it's the only difference.

  10. #60
    Clickteam Clickteam

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    Quote Originally Posted by Janette5 View Post
    String object:

    If you make a string object a global object it automatically renames it - it doesn't ask you if you want to make the others global.
    I can't reproduce this...

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