The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
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4.09 / 5.00 12,195 ViewsI have evil frames that lie dormant until the playhead is switched to them, but when I go to another frame, they continue to play script from that frame and any object on that frame. I'm not a pro with Flash or ActionScript but I've done enough bugtesting on the game I'm making to know it's not my fault.
Even if Flash is fucking up, can someone please tell me common causes for this to happen, and the most effective ways to prevent it from happening?
Please. Saying I might kill myself might be an exaggeration, but somehow the idea of amputating a finger doesn't sound too bad right now.
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Can you post a screen shot or sample file so we can see what you're talking about?
...because my first thought is that you need to put blank keyframes after them... but I would assume you'd know that.
never assume
"Why do you hide, stupid aliens? Mr. Zurkon only wishes for to kill you."
At 10/18/11 11:43 PM, Nae wrote: Can you post a screen shot or sample file so we can see what you're talking about?
No way to post a screenshot, since frames have to move around for the glitch to occur. Basically what happens is once the evil frame is visited (which is, punnily enough, the game over frame), when I return to the game, the computer's AI is all buggy, and the variables read NaN, or if they are defined, certain booleans will refuse to change and hitTests won't work. I thought perhaps the variables carrying over were getting confused, so I tried manually setting them to undefined, but that didn't help.
My initial thought was that perhaps the Movie Clips weren't being deleted, so I added:
e1.unloadMovie();
e2.unloadMovie();
... to the game over frame just in case there were duplicate MCs with the same instance names, but that's not the problem either, since naming both enemies "e1" produces different (and less severe) glitches.
If I offer to help you in a post, PM me to get it. I often forget to revisit threads.
Want 180+ free PSP games? Try these links! - Flash - Homebrew (OFW)
I think this a problem with poor design. This is why you shouldn't rely on frames for different sequences of the game.
It would probably save you a ton of time and headaches if you simply keep everything on one frame, or at least, all the gameplay on one frame. Where "game over" wouldn't be a different frame, but rather a movieclip placed on top of everything and everything underneath either paused or removed. Just one way out.
Reminds me when I was working on a game a few years ago. It had some weird 'moving' bug. Basically it was a problem with calling gotoAndStop, it didnt got executed (how weird is that?). I could fix this bug by placing some code in the frame but then this bug would happen on the next frame unless I also 'fixed' the bug on the next fame.
Admitted, flash can be unstable sometimes but the bug I had back then was not my fault (even though it was a unorganized mess). The 'solution' is to avoid these bottlenecks of flash completely and if you cant go back to that in your current project you need to find a hacky fix through trial and error.
Its the sad truth unless you find some general solution.
Either way good luck with it.