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Thread: Too many events?

  1. #1
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    Too many events?

    Im starting to give up on my project.. New issues pops up all the time, and for no reason.

    I have lots of groups, but the individuals inside this groups does not act the same. For example, so far I have two enemies in the enemy group. As long as the Y position of the player is lower or equal than the Y position of the enemy, the player should get hurt when it overlap. If the Y position is higher, it means the player jumps on the enemy, or comes from above, so then the enemy should be destroyed. This only works with one of the enemies in the enemy group. The second only works on Equal it seems, or when Y position is the same. These enemy objects are only in the events that the Group.Enemies are in.

    And as if this weren't enough, the enemies are sometimes randomly switching places with other enemies. One time, the evil turtle is where he is supposed to, and the next moment, after the player have killed an evil mushroom, the turtle is at some evil mushroom's location, and the evil mushroom is at the turtle's location and stuck in the air for some reason.

    More issues is that if I have more than one evil turtle, they all have the same animation direction, without caring about what way they are actually walking.

    How can I suddenly get all this?? Is it cause I have over 300 conditions, and they all have lots of additional stuff in them? And it just gets too much?

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
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    Re: Too many events?

    One thing is for sure, the reason things messes up is NOT because there are too many events or conditions.

    Most likely something is wrong in your code. If you are using fastloops and spreading values, a common problem is when an object is destroyed and the values are not spread again, leaving a gap in the enemies' id's. According to your description, it sounds to me like that is the problem you have. You can fix that by ALWAYS spreading values to the enemies.

    If it is not that, it probably is something wrong in your object selection, order of events etc. You could try to debug by removing events until things are working normal.

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    Re: Too many events?

    What Popcorn is saying is true, I've had applications that are badly programmed but still work even with 4000-5000 events. Always remember to check the basics of your code, it could be something very simple! I've spent hours trying to fix something, and then realising the problem was something very simple.

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    Re: Too many events?

    I have no such thing as Spreading Values in my application, so maybe thats it. But then again, I have no idea how to use or how it works.. Can one of you give a quick guide?? :]

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    Re: Too many events?

    Core of Innocence has about 2500 events. So, its certainly not event count.

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    Re: Too many events?

    Yea I got that confirmed.. And thats great news! (That looks like a cool game btw, Chaos!)

    I also came across this:
    http://www.create-games.com/article.asp?id=1798
    explaining in a very good way how to set IDs and how to use it. Im gonna try convert the information I got from here into a platform style!

    Edit: WOW! HORRIBLE! Just HORRIBLE!!
    I have obviously not understood a **** of how spreading values. Maybe someone can help me.. This is what I did:

    Start of Frame
    - Spread Value 1 in Alterable Value F of Group.Generic 1
    - Spread Value 1 in Alterable Value F of Group.Generic 2

    Generic 1 is the common group of all the enemy squares. Generic 2 is the group of all the enemies that have the same movement and functions. This also includes in Generic 1 btw. Moving on...

    Generic 1 is overlapping Generic 2
    + Alt. V. F of Generic 1 = Alt. V. F of Generic 2

    - Set position of Generic 2 to Generic 1

    This ended up by placing ALL Generic 2 on the same Generic 1. So I suppose adding groups into spreading value just doesnt work? Or how should I solve this?

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