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mushi-games



Registered
  17/02/2005
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  136
17th February, 2005 at 20:30:36 -

hi, first post
i have a couple of problems that i can't solve;

1- when pasting objects onto backdrops in TGF inside a fastloop, does it always cause an illegal op, or is it just me (i know i can get around this by using MMF btw, but i dont have the full version).

2- ordering of events, say i have moving objects that push other objects, if the LAST event in the whole program updates the position of the object being pushed, why do they appear to be overlapping slightly, no mater how accurate the event is, or regardless of whether i use 'always' or even a heap of fast loops. isn't the screen rendered once at the end of each event list iteration?

any clues?


 

He did harken unto her, "hark hark," harkened he.

http://www.freepgs.com/mushi/

Tigerworks

Klik Legend

Registered
  15/01/2002
Points
  3882
17th February, 2005 at 20:49:30 -

1 - Pasting an object temporarily counts as an extra object, so since TGF has a 256 object limit if you paste more than 256 times in a loop it'll crash.

2 - If you use built in movements their positions are updated at the inconvenient time of just before the screen is drawn.

 
- Tigerworks

mushi-games



Registered
  17/02/2005
Points
  136
17th February, 2005 at 21:13:52 -

Hi, thanks,

I’m not pasting more than 256 objects I know, I’ve tested it without the loop with counters, just inside a loop it crashes, plus its destroying the objects, so there’s never more than 5 on the screen, but its doing a LOT of pasting so I solved it by toning down the loop speed <- should've tested that before .
**EDIT**
It was still crashing at far less than 256 looped pastes before, at first I missunderstood what you said but thanks for the tip I never knew that...
****

And secondly I’m not using built movements, its custom movement, I’m making springing platforms that have inertia that bounce of each other, but they always slightly overlap (or severely overlap dependin on on the speed), so I'm still baffled, and all the examples here of moving platforms and whatnot are imperfect.


Image Edited by the Author.

 

He did harken unto her, "hark hark," harkened he.

http://www.freepgs.com/mushi/

Tigerworks

Klik Legend

Registered
  15/01/2002
Points
  3882
18th February, 2005 at 09:02:57 -

Well you're using eight year old software, and it's just the fortune that it was well written that it works on operating systems eight years in the future. You'd do well to upgrade.

 
- Tigerworks

Klikmaster

Master of all things Klik

Registered
  08/07/2002
Points
  2599

Has Donated, Thank You!You've Been Circy'd!VIP MemberPS3 Owner
18th February, 2005 at 09:17:18 -

About the second question, it overlaps because you tell the object to move a certain number of pixels per loop or whatever, instead use a fastloop a certain number of times (how fast you want it) and make the object move 1 pixel per loop

 
n/a

mushi-games



Registered
  17/02/2005
Points
  136
18th February, 2005 at 09:49:25 -

Yeah I know I know, I’m well overdue for an upgrade, I’ll wait for MMF2 I think, there’s (what I think is) a good reason why I hav'nt upgraded to MMF, but judging by some of the other posts here, I think peaople will yell at me if I say why

And klikmaster, it (everything) only moves 1 pixel per loop, that’s how I do all my movements, it doesn't make a difference, neither does the order of events, which is what i orignially thought shouldv'e fixed it. I.e logically speaking if the LAST event moves an object to the position of another object (which has moved 1 pixel in a previous event) shouldnt it appear pixel perfect? But it doesn't, that’s the problem. I'm sure I'll figure it out in the end, my games getting a bit to complex i think, thanks for your insightss fellas.


 

He did harken unto her, "hark hark," harkened he.

http://www.freepgs.com/mushi/

Klikmaster

Master of all things Klik

Registered
  08/07/2002
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Has Donated, Thank You!You've Been Circy'd!VIP MemberPS3 Owner
18th February, 2005 at 13:45:35 -

Make sure you include the "On loop" condition with the collision between the blocks event, and remember to use the "stop loop" action or the loop will keep looping.

 
n/a

AndyUK

Mascot Maniac

Registered
  01/08/2002
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  14586

Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
18th February, 2005 at 14:03:23 -

ive found that changing the order of events can make everything pixel perfect, but i can't figure out the logic behind it.

 
.

mushi-games



Registered
  17/02/2005
Points
  136
18th February, 2005 at 19:18:48 -

ok, heres the very basics of what i was trying,

<a href="http://free2.angeltowns.com/what/game.zip%20">http://free2.angeltowns.com/what/game.zip
</a>

i dont wanna give away my game code obviously, see if the last event updates the position of something it shouldnt it always be in front of (or in line with) the other object, because its moved the same distance? the second bit is dodgy i know, but why does it overlap

****EDIT****
ARg! I got it dont worry, that examples all wrong and stupid, I should've known better, thanks for your tips Tigerworks, I just didnt think to reorder the conditions in the events rather than the events themselves, I just assumed I had it right and never checked it again, o well
thanks guys

Image Edited by the Author.

 

He did harken unto her, "hark hark," harkened he.

http://www.freepgs.com/mushi/
   

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