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Thread: "Brick Breaking" Style of Game Paddle Size Glitch

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    "Brick Breaking" Style of Game Paddle Size Glitch

    I really do not know why this isn't working. I deleted all the other frames except the one with the problem to cut down on file size a bit. The problem is, when the green power-up hits the paddle, it's supposed to increase the size of the paddle itself by one size, and change the "Paddle Size" global value accordingly. I have five sizes for the paddle, but for some reason, the paddle always sets itself to the max size when it hits the power-up, instead of just up by one increment. The down-sizing power-up works just fine, no problems, but when I ran the same code for the up-sizing power-up, no such luck. I tried a whole bunch of ways to attempt to make it work, but to no avail. I continued overcomplicating it, to try and make it work... still nothing. So now I'm down to my last resort, calling for help... heh... I'd appreciate if some one could check out this file. Look for obvious things; with my luck I no doubt overlooked something insignificant and can't figure it out. But hey, that's what friends are for, huh? =] Thank you.

    ~Taylor

    Problem.mfa

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    Re: "Brick Breaking" Style of Game Paddle Size Glitch

    See link for your problem solved. I only changed the lines regarding your problem, if you just copy and paste the group make sure you do not have duplicated lines all over the place (I removed some from first group which might have caused the problem)

    What's up with all those loops all over the place? Way to complicated ...

    http://www.mediafire.com/?swyyg4os3jx

    Make sure you removed the middle mouse button condition as I added it just for testing.

    Good luck with your game.

    Edit: I should explain what's wrong ( lol ):

    When you use loops these loops get priority over other events. You need to detach the launch of the loop with the destruction of the power up. Otherwise this will lead to the following:

    power up meets the paddle -> run loop -> gvalue is now 2
    power up still meets the paddle -> run next loop -> gvalue is now 3
    --> and so on, that's why you end up with 5 as the final result

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    Re: "Brick Breaking" Style of Game Paddle Size Gli

    Wow, you really did simplify this! See I can make neat stuff with MMF2, my problem is I really tend to overcomplicate things a lot of the time. I did know that the loops were more than necessary, but that was my way of trying to combat the problem. However, your way is much more efficient, and not a waste of 2kb like mine was! I actually kind of figured that this was the problem, but the whole loop thing I thought would stop that from happening. Anyhow, thanks for the help, I really appreciate it. =]

    ~Taylor

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    Re: "Brick Breaking" Style of Game Paddle Size Gli

    You are welcome, just my general advice:

    Since MMF2 works from top to bottom through your events make sure you do keep that in mind all the time.

    example: a = 0 by default


    a = 0
    -> a = a + 1

    a = 1
    -> a = a + 1

    a = 1
    -> do something
    a = 2
    -> do something

    ---

    final result will be a = 2, a = 1 will never get called



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