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Thread: Fast Loops & Enemy Movement problem. What's going on here?

  1. #1
    Clicker Multimedia Fusion 2

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    Fast Loops & Enemy Movement problem. What's going on here?

    Ok, so I've been working this one for a couple days to no avail. I can't figure out what's going on unless, perhaps, the loops are completing several frames later. That doesn't even appear the case so if anyone can point out why it's not working and the fix, it would be much appreciated.

    What's supposed to happen: Enemies spawn every x secs moving right or left. When they reach a detector they should reverse direction. Rinse and repeat until all are at bottom bouncing back and forth. (not MMF "bouncing")
    What does happen: They spawn properly. Walls to the right are bounced off of. Walls to left are ignored in example 1. In example 2, they're caught (confirmed with explosion) but reversing doesnt occur.

    I'm still trying to figure out the loops and this is my first shot. Maybe there's a better way to do it and I'm completely open to suggestions but my main goal is to understand what is and is not going on here. Knowing C & Javascript only seem to be making things more difficult to grasp.

    I've done so much moving and changing to test it so some things might look a little wonky but I tried to clean and comment well enough.
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    "Try1" frame, line 23 contains "never" condition" and one loopindex from wallchecker2 loop instead just wallchecker. Line 17 have "collide with background" as one of the conditions, "collide with background" is "immediate" condition(red letters), that means that it need to be at the top of the conditions, otherwise it doesn't really work.
    "Try2" frame, line 17,18 contains condition "collision between A and B" that is "immediate" condition so same rules as "collide with background" apply, line 17 does not have "on loop" condition that is probably supposed to be there, and Line 11 and 14 also have "collide with background".
    And I think you are trying to do it harder way than it needs to be.

  3. #3
    Clicker Multimedia Fusion 2

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    Thanks, Logan. I implemented your feedback on both examples but it's still not working correctly or accurately; it's having the same issue. The red/immediate conditions was news to me. Does it matter that I have more than one per condition statement? I even recreated it from scratch but after everything I've tried, I can either have all the enemies moving based on the same movement data (not acceptable) or I separate them and have collision/direction issues.

    Any other thoughts? You mentioned a simpler way. I've found some gems on pairing actives, but the moment i go to use PMO on them it gets reallly upredictable.

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    It's just my understanding that only one red/immediate per event should be safe, more than one can lead to some issues. But don't quote me on this, I may be wrong.
    Anyway here is simpler way to do it. I would also recommend ForEach extension, instead of loops+comparing ID.
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  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    Yeah, ForEach is best. ForEach is faster, almost certainly going to work, more features, ETC. It doesn't mean that fastloops are pointless, though. Fastloops, however, aren't meant for looping through every single object in your frame.

    P.S. BigHatLogan, you can register a product here, BTW. It will show you as a product owner on here after you do it. It will then let you access the owner's lounge for any products you register. I think there are some other things it will do (I think you need to register a product to have an avatar), but I don't know for sure.

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