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Thread: high flag # bug

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export Module

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    high flag # bug

    could someone confirm this please?
    I've attached a test file test.mfa

    here's the issue:

    - I was just testing a pause method (feel free to improve it and use it!), checking a flag to see whether the pause button clicking was pausing or unpausing the game.
    - if the flag checked is like 0, 1 or 2, a low #, it will work just fine.
    - if the flag checked has a high number (for whatever reason one would need), it works fine on runtime, but it won't work on a real device.

    maybe the higher flags # get lost on xcode or something?!

    anyway, just using low flag #s should work just fine. just in case someone would use a high flag #, be aware of this.

  2. #2
    Clickteam Clickteam
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    I believe there are 32 flags -- 0 thru 31
    After that they wrap around so flag 32 is really flag 0 and so forth.

    It does need to give you a warning in the event editor if this is the case.

  3. #3
    Clicker Fusion 2.5 DeveloperiOS Export Module

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    oooh thanks @Jeff, didn't know there was a flag limit!

  4. #4
    Clicker Fusion 2.5iOS Export Module

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    Oh man. What a great find! This just saved my butt.

    I'm slowly discovering that are quite a few anomalies between testing the game through Fusion on a Mac/PC, and actually testing it on a device. Which makes a bit tricky to get them to match up so you don't go too far in the wrong direction. I spent the last couple of hours going through and manually change about 20+ different Flag Numbers (with values like Flag 911, and Flag 666 because they were easier to remember) , each with about 20 instances each. All I can say is thank god for the Ctrl +F Find function!

    Next up is figuring out why some objects just flat out don't get created.

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