@jack8680 Same issue, different words. There’s no way to verify the order they run in unless you wait a frame because I had it where one stack couldn’t continue before the request was finished and it failed.
Posts made by Thecheater887
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RE: What would cause broadcast/receive message behaviors to fail?
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RE: Is hyperPad abandonware?
Oof.
Okay! I was just hoping that the lack of forum activity wasn’t reflective of its active user base. Glad to hear that’s not the case!
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RE: What would cause broadcast/receive message behaviors to fail?
It seemed the issue was that I was running the risk of broadcasting right after trying to receive on the same frame. By adding a one frame delay to the receives, most of my issues were solved.
I recommend new users take note of that :)
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Is hyperPad abandonware?
I literally made one post to the forum and it was down for an hour, also, inactivity and no updates.
Misled or just hopeful?
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What would cause broadcast/receive message behaviors to fail?
My structure is I have object A and object B, also, debug log label C. Object A requests information from object B, object B updates its information after sending the information to object A, and object A continues.... in theory.
Before I made the debug label use receive message (which does not work), it showed I was successfully executing three of four events, the receive on object A, behavior 4 failing.
All of these events are occurring (in theory) on the same frame.
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Combine text cumbersome
Would it be a possibility to make Combine Text inputs work similarly to Array or Dictionary? (“Built” + BuildingName + “Lv” + BuildingLevel) would work better than (((“Built” + BuildingName) + “Lv”) + BuildingLevel) in my opinion.
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RE: Send/receive message and overlays
Scene
Load > Started Touching > Open Overlay (pause: no) > (wait for overlay) > Recieve Message
Overlay > Started Touching > Broadcast message -
Send/receive message and overlays
Do send and receive message work properly between overlays/scenes?
Pause or unpaused. I need it done as unpause, but if I receive a message from an unpaused overlay into the loaded scene, it does’t seme to function properly.
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New Behavior: Get Game Info
Function: returns a dictionary object containing the game frame rate, frames processed, available/used memory, active object count, used CPU, and used GPU.
Optionally, add a “Debug” section of behaviors that only is only executed when in playtest mode of the editor.
Alternately, add an “Advanced information” option to the playtest debug menu.
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New Behavior: Set Frame Rate
Function: Allows for debugging frame-by frame issues with collision and movement.
Optionally, add a “Debug” section of behaviors that only is only executed when in playtest mode of the editor.
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Speed/velocity mismatch
While using a move behavior, the object has Zero for get velocity. Is this normal?
Latest Beta, iOS 11.2
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RE: Undo and Redo options INSIDE the object's behavior with pop-up message confirming if the user wants to "cut" a connection between behaviors
@murtaza Default settings and custom settings? Limited support for custom settings, or a copy box to get the text form to troubleshoot.
I hate the new system with a passion.
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RE: I deleted my game
@murtaza Is it at all possible to add a feature like Nameless: the hackers has for iCloud? Save to/load from at whim.
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RE: hyperPad update broke my game :(
Did you join the BETA? AFAIK an update hasn’t been released in the last 48 hours.
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Play sound doesn’t
Not sure if this is a logic issue or not, but I can’t get created sounds to play in playtest mode. They play normally when in sound editor mode, so I’m not quite certain what’s going on.
Update: they don’t play in editor as sound objects, either, while animations do.
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RE: Rearranged animation frames don’t save
Oops.
Sorry, go ahead and delete this one :p
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Rearranged animation frames don’t save
If I have a 3 frame animation, but I accidentally import them as 1, 3, 2, I can rearrange them to 1, 2, 3, but it doesn’t save my rearrangement.