[R92] Inconsistent Treatment of Group Names

Bugs will be moved here once resolved.

Post » Tue Jun 05, 2012 4:47 pm

Create a group and also create actions to activate or deactivate that group.

If you try to change the action to a group that doesn't exist an error is generated, which is as it should be.

However, if you change the name of the group, the actions are not changed to correspond to the new name, so you can end up with a situation where you are trying to activate or deactivate a group that doesn't exist, with sometimes amusing results.

GroupNameBug.capx demonstrates the problem. Run it and sprite is created on touch. Now try changing the name of the group. The actions are not changed, and when you run the behavior is quite different from before.

While this is counter to C2's normally excellent consistency checking, I would rank it fairly low priority in the general scheme of things since, even though you can get some strange behaviors as a result, you don't actually lose anything other than time (or possibly your mind. )
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Post » Wed Jun 06, 2012 6:57 pm

You're right, this has been something on the bottom of my todo list for a while, but it's pretty complicated to fix... I think as you say I might come back to this another time. I'll leave it open in the bugs forum, I go through it from time to time so will dredge it up eventually.
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Post » Sun Sep 16, 2012 3:19 pm

Hi @Ashley, are you planning to fix this any time soon? I use groups a lot as my game grows in complexity and it's a bit frustrating having to go through all my enable/disable actions every time I change a group's name...
Not that it's a big inconvenience, but I'd be happy to know it will be fixed any time soon
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Post » Sun Sep 16, 2012 3:20 pm

Yes, this has been on the todo list the whole time, but we're a small team (2 people) and the todo list has 50+ other things on it. We're working as fast as we can!
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