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    Move Screen "behaviour" with Duration Rarely Works.

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    • D
      Deeeds
      last edited by

      A Move Screen with duration of 0.5 seconds as a first action rarely works.

      Set it to zero seconds duration and it works SOME of the time, not all the time.

      Soon after a Move Screen of 0 seconds, (two frames later) a Duration et to 0.5 seconds Duration, Out Exponential or Linear Curve Type never works.

      This behaviour never completes. Visually, it doesn't seem to start, either.

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      • T
        Thecheater887
        last edited by

        It seems that the scene starts running while still initializing, if that’s what you’re referencing, and this gucks up a LOT of logic.

        D 2 Replies Last reply Reply Quote 1
        • D
          Deeeds @Thecheater887
          last edited by

          @Thecheater887 That's a different problem. I've been dealing with that, too. THANK YOU FOR CONFIRMING IT!!!

          I had, to this point, no other confirmation that there was a problem there, other than my own experiences.

          This problem, detailed in the above post, is well after scene start. And continuous, throughout the lifetime of the game.

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          • D
            Deeeds @Thecheater887
            last edited by

            @Thecheater887 I see where the problem is. My use of "first action" in the post seems to indicate it's the first thing happening in the scene. I didn't mean it like that.

            It's nowhere near the first thing happening. This is a camera shake on a certain set of impacts.

            And the first action of a camera shake (let's say down) doesn't complete if it's got any duration... well, it does SOMETIMES, very rarely.

            So put that to Zero seconds. Quick shake.

            Now put that recovery action in, with any duration, to move the camera back to its original position, and this action, with any duration, never occurs.

            So both have to have zero second durations to have any chance of success. And a little timer in between them (of two frames) so the player gets some sense that something happened.

            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
            • iTap DevelopmentI
              iTap Development @Deeeds
              last edited by

              @Deeeds I’ve just tried over and over what you described and it works every time🤷‍♂️

              T 1 Reply Last reply Reply Quote 1
              • T
                Thecheater887 @iTap Development
                last edited by

                @iTap-Development I can’t even get stopped colliding to work consistently.

                Glad you have better luck than me :)

                GameCRAZYG 1 Reply Last reply Reply Quote 1
                • MurtazaM
                  Murtaza Admin
                  last edited by

                  Can you post a screenshot of the behaviour set up?

                  I can't reproduce this with just adding move screen with a duration of 0.5

                  Thanks.

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                  • GameCRAZYG
                    GameCRAZY @Thecheater887
                    last edited by

                    @Thecheater887 It finally came time to use to "stop colliding" in my project, and it worked.

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                    • D
                      Deeeds @Murtaza
                      last edited by

                      @Murtaza

                      The bottom Move Screen is the one that's only working some of the time. Less than 50% of the time:

                      0_1516792411885_Image-1.jpg

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                      • MurtazaM
                        Murtaza Admin
                        last edited by

                        Are you sure your other behaviours are correct? From what I can see there are a lot of other "variables" with the math of the other behaviours.

                        Move with duration works 100% of the time in my tests. But it does not rely on the the other behaviours being correct. I feel there is a logic error here rather than a bug with move.

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                        • D
                          Deeeds @Murtaza
                          last edited by

                          @Murtaza It's incredibly simple maths.

                          I've checked it with text outputs.

                          The problem is either the wait timer having the same/similar bug to Set Color With Duration, or it's something to do with Move Screen by.

                          Everything else is, really, really simple. Hence the careful writing of Behaviour names so you can see just how simple it is.

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                          • D
                            Deeeds @Murtaza
                            last edited by

                            @Murtaza said in Move Screen "behaviour" with Duration Rarely Works.:

                            Move with duration works 100% of the time in my tests. But it does not rely on the the other behaviours being correct. I feel there is a logic error here rather than a bug with move.

                            Look at the Get New Screen Position and Subtract Current Screen Position: they are explicitly designed this way to prevent in deviances that could occur in the 0.03333 wait time from messing up the correction, which is the subsequent move back to 12, the midpoint of the screen in hyperPad units.

                            It's THAT simple.

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                            • MurtazaM
                              Murtaza Admin
                              last edited by

                              I don't think there is a bug here, at least not with move screen. It looks like something
                              could be interrupting your wait. Or for some reason it doesn't reach the move Screen.

                              As a test. What happens if instead of move screen you put an add to score behaviour. If the "score" is more than one. Then that means something is triggering your behaviour multiple times and interrupting the potential screen movement.

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