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Thread: Spawning counters which are set to global at start of frame = forgets value

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Spawning counters which are set to global at start of frame = forgets value

    I just stumbled into this after a few weeks of not realising but it seems a global value will completely forget the value it's on if you go from one frame to another and use the event 'start of frame' to spawn the counter.

    Should the global value not live in memory until the app is reset or closed?

    going from a frame where the counter was created at the start of the frame to another frame where the counter has been placed by hand, the number will be stored, but not the other way around.

    Should I report this as a bug? any idea if this will actually change?

    *edit*

    You also run into the problem where if you do want to place the counter in the frame to work around this it will be classed as a different counter even though it has the same name, and you can't just change the event you need to delete it and redo it for the counter to register.

  2. #2
    Clicker Fusion 2.5 Developer
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    why not use the true global values as permanent value holders and just plug in the value from a true global value. Load the global value into the spawned global counter object? I can see why it would have not carried the value over, it needs to exist or load the data from somewhere, when it is spawned it's born with no data connected. I've literally spent years working in this area of storing and loading values. heh

    Oh and for your second part of your post about the counter being placed in the level, did you see the TWO options for making the counter global?
    Called Editor Synchronize? The IDENTICAL portion treats the counter a little different than the SAME treatment. SAME should treat the object as the exact object. Identical treats the object as similar but not exactly the same, sort of like a brother or sister, the other like a twin.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Yeah I see, been using globals for a long time but this is the first instance I have bumped into expecting the value to carry over, guess I presumed that a value is kept in memory under it's counter name at all times and I personally think it should.

    It's a problem because my game runs completely in the game's golbal event editor or behaviour events for actives, everything is controlled from those, having anything important limited to the frame itself like a value is what I am trying to avoid.

    I also need more then 24 global values overall, way more so using anything built in like global value A-Z will not cut it, I currently resort to transfering every value over with ini file data.

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUnicode Add-onInstall Creator

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    You have unlimited Global Values and also every object has unlimited Alterable Values (unlimited Strings coming in a future build).

    After Global Value Z Fusion continues with AA and so on in the Editor. Alterable Values can just be set from A to Z in the Editor.

    But at runtime you can access any type of value via the index from basis 1 (Global Values) or 0 (Alterable Values) to theoretical unlimited.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    I'll have to look into it, it would help a lot.

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    Clicker Fusion 2.5 Developer
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    lol, yeah. There are basically no limits to what you can do in Fusion. You just have to know "How" to do it.

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