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every 5th exec is a bug
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[quote][b]VP[/b] wrote: Thanks [b]Sven![/b] I do appreciate it but please don't let it stress you or take up too much of your time. This project is actually the working one which I uploaded to itchio - it has no bugs - but is incomplete as I kept running into problems whenever I tried to add more content to it. I deleted all the non-working ones to prevent me getting confused by them in the future, then took a break for a while to stop me getting too discouraged by it. I'll probably start a new project again soon - possibly a simple platformer - but I would like to go back and finish Cas-Evac and Nekron at some point - if I can eventually figure out what's brought them both to a breaking-point. Nekron was just meant to be a quick project to give me a break from Cas-Evac, lol. My logic is probably very unconventional, it's literally a rat's-nest of "If statements" with many "On Proximity" events registered to "Animated Joint Nodes", all governed by variables and a few timers. I think I probably use Coppercube in a way it wasn't really intended - having said that, I don't think I'm doing anything particularly ground-breaking or forcing it to do things it's not capable of - possibly just too many things at once - and a lack of streamlined coding efficiency. I think the biggest problem I face (and anyone who tries to look at my projects), is that it's hard to see what's going on under-the-,hood because there's no code to see at all - but there are so many (hundreds) of events interacting with each other across different scenes. If there was a way for me to visually represent it (maybe with a flow-chart or memory-map) with all the events, it would help a lot - I tried, but it's really hard for me to translate my coppercube logic into to a flow-chart diagram - especially as I was making so many updates to my project each day - kinda like doing a long day at work and then having to sit down to do all the paperwork afterwards. lol. Basically, there are some folders with all global combat events, randomised and carried out every few seconds. The character nodes have all the on proximity events to trigger the various animations and particles whenever a sword hits a shield or person. The map-screen is just a flag system to set a variable when the level is selected and it also flags whether the level was won or lost, the main scene then switches decorations and billboards to draw a new location depending on which part of the map is clicked. It's the same scene recycled over and over with different graphics, rather than try to program many different locations with the same duplicated mechanics. Generally speaking, everything runs sequentially (with some parallel events), and most events are triggered either by timers, mouse-click, keypress or on-proximity - and I used If statements to check various variables to determine which player wins each round, depending on which strike was used by each. The main issue I have with all my projects is that they all run perfectly - but then at some point (when I add a new feature to the game), random things start breaking - things which (to me) seem completely unrelated to the changes I just made. Once that happens, more and more bugs start appearing from no-where, and more things start breaking - to the point that the game no longer works at all and - I can't figure out a way to finish the project.[/quote]
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