ok here is a .cap ..

New releases and general discussions.

Post » Wed May 14, 2008 11:04 pm

Where no one is waiting for. But i feel like i promissed. Its Beta.

Known issues:
The gray block has a delay, and i cant find out where it happens.
Its still containing objects i used for debugging.
Its still containing left over variables.
I did the keyboard input the wrong way, but it works.
The opening layout sux.


http://www.mediafire.com/?jlbb9d0cbcj

Ashley take a look into it. Place the "out of timing" block where it logical belongs.
In place of the "count & delete" block.
You can make the controls layer visible in the "on layout start", first line,
and exactly see what happens

You will notice that it runs & will be finished dooing so, before the previous event is done.
For the same reason i had to "countmach" against 12*x (12 24 48 ... ) blocks on a line.

Question: is there an event that goes like "on previous event done" ? I can find it.
Or is there a work-arround for that ? A lot of problems seem to have their origins in events needing the result of the previous event to be exact, but running before the previous event is done.

j0h
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Post » Thu May 15, 2008 8:46 pm

[quote="TheInstance":1ihxuts4]Question: is there an event that goes like "on previous event done" ?[/quote:1ihxuts4]
I don't understand... if you want a condition like this:

+ Condition
-> Actions

+ On previous event done
-> Actions 2

This is equivalent to

+ Condition
-> Actions
-> Actions 2

How is such a condition any use...?
Scirra Founder
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Post » Thu May 15, 2008 9:35 pm

To be short Ashley.

When you make an event that moves objects based on a condition.

And the Next event's condition should be true/false based on the just moved objects positions,
then there is a big chance that the next event runs,
before the objects are in place. Well big chance, 85% chance.

So if you do.

1. Event: On something false
________________action: move objects Y 40 down


2. Event: On something true
Condition: all objects with Y > 100
________________action: destroy those picked objects.


The just moved objects will NOT be in the picked objects, because still moving, even when you jump them.

I have no idea how to work arround this. Besides, Capture the true/false of the event. Use it as Flow-Control and Move up or down de second event in the sheet to seperate both events in time.

This why i ask you, is there a sorta event available that says "wait till previous event is done with dooing its thing"

ty
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Post » Thu May 15, 2008 10:42 pm

I made you a little showcase.

download/file.php?id=17

There can only be 9 objects on 1 line. And yet there get more counted.

Maybe you have a logical explination (or anyone reading for that matter),
that would be very nice.

But i am afraid that here only a "Quantum theory aproach" gives an outcome.

Namely.

There is interferention because there are two events running at the same time.
yeshhh ?


j0h
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Post » Fri May 16, 2008 7:25 pm

Now lets Do the Counting in a slower way.

download/file.php?id=18

With colissions, and as u see .. its is still out of sync.
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Post » Fri May 16, 2008 7:28 pm

And with just moving the events arround ... to have a te biggest possible time in ticks between them,

usaly solved the problem, as you can see here.

download/file.php?id=19
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Post » Thu May 22, 2008 11:01 pm

I see what you mean now TheInstance. I really don't know what to tell you, unless Ashley has an answer.

One thing I did notice, was changing your "rand0m" int(random(2)+1) to just int(random(2)), got rid of counting beyond 9, but also got rid of the final row.

So maybe there is something that was overlooked or just how Construct handles things.
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