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Thread: Game Freezes When Using Alterable Values

  1. #1
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    Game Freezes When Using Alterable Values

    Clarifying on the title, I can HAVE Alterable Values in an object, but I can't use them in any events, otherwise my game just sits and... does nothing. Nothing moves, nothing attacks, I can't move, I can't attack, etc.

    On another note, the Counter I was using which was set to always be the same as the Alterable Value in question disappears when the game starts. The counter is a horizontal bar counting from left.
    This is annoying because I'm using the counter as health, and the game is somewhat hard, so forcing the player to only take one hit before death becomes kind of frustrating. I will, of course, be more than happy to provide any more information if needed. This has worked perfectly fine in the past, and I don't know why it's stopped now.

    Thanks in advance,
    Ethan

  2. #2
    Clickteam Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleInstall Creator Pro
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    The problem I'm looking at is that you've been messing up with the properties and now some stuff don't work.
    For the counter, make sure you have ticked the Create at Start option in Properties>RunTime Options

    I'm not quite sure what is the problem, sending a mfa could help
    - BartekB, a.k.a Uppernate
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    Well, the good news is, the game no longer freezes. THAT was due to an error on my part, the Health AV was set to 0 and since I had it restart when it equaled 0 it just restarted forever.

    Bad news is, the counter still doesn't show up. I made sure that Create at Start and the visibility settings were on, buuut, nothing.

  4. #4
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    Perhaps the counter's max value is set too high? Most likely you'd like to set it equal to the initial value.

  5. #5
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    Go to the event editor, click the image of the counter at the top and go through all the conditions that has the counter in. Check if you accidentally put "Destroy" or "Make invisible" events on the counter somewhere.

    Also check what is the counter's Display Type, if it is Hidden, change it to something else, but I'm sure that won't be the case
    - BartekB, a.k.a Uppernate
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    I set the counter's max value to 10 (the amount of hits you can take before restarting), the initial value to 10, and the minimum value to 0. Still no counter.

    I also checked the 2 events that controlled the counter, and neither of them made it invisible. That gave me an idea, and I put in the 'Always' Event to set the Counter to Reappear. Still didn't do anything. And no, it's set to horizontal bar, not hidden. I checked.

  7. #7
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    Okay, hmm...
    Does your frame scroll? The counter might not scroll with the frame.
    - BartekB, a.k.a Uppernate
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    If you can provide an MMF. Someone will definitely be able to help.

  9. #9
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    My frame DOES scroll, but the scrolling coefficients for the layer I put the counter on are both 0.

    Funnily enough, I can't reproduce it in another application. They use the same events, though. So, I just tore out the frame from the actual game and put it in the mfa here, alongside the frame where the counter DOES appear, so you can better compare. Invisible Counter.mfa

  10. #10
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    *opens .mfa*
    *Fusion 2.5 crashes*
    Well then...

    *opens .mfa in MMF2*
    *MMF2 denies to load frame 2*

    This tells me there is a problem with frame 2, copy and paste everything from your game into another frame and remove the old one.
    - BartekB, a.k.a Uppernate
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