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Post by BiNMaN on Jan 23, 2015 13:31:50 GMT
when I was doing my ghost kart demo I noticed that if I use the putblock command the blocks get corrupted if i try to display a variable (not score or lives) or use a message.
I was going to use message to create scrolling scenery in the distance (when turning left or right) but a soon as i use message the sprite (created from blocks using the putblock) becomes garbled, any text put on the screen by the game initialisation or restart event is ok (as it's done once as the game starts) it seems that any text that is constantly updated will corrupt the use of putblock
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Post by lukebord1 on Jan 25, 2015 19:55:32 GMT
Same here with my current project m8... it needs a Jonathan's touch!
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Post by dpagett on Feb 11, 2015 8:54:45 GMT
I have the same issue, I have an event in 'Main Loop 1' which displays a countdown from 60 to zero, I use variable 'c' to carry the value of the countdown and then use the line 'Display c' to show it on the screen. This corrupts any 'putblock' commands I then try to use. I just removed the 'Display c' line to test and the 'putblock' command works fine and is not corrupted.
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Post by dethmunk on Jan 19, 2017 0:18:18 GMT
I was just about to create a thread about this. I just discovered corrupted PUTBLOCKs Dunno how I'm going to get around this. :-(
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Post by andrewvanbeck on Jan 30, 2017 13:25:42 GMT
Displaying text can slow your game down, so it's typically best to only update text when you have to. Maybe it would help to only update the text if it changes, like if you use a variable to add upto 30 for example, and when it hits 30 you increment or decrement the time variable and update the text. That should stop it trying to update every frame. I'd also set the counter variable to 29 in the screen restart event and when the player dies, so the text is updated right away. Something like...
ADD 1 TO C IF C > 29 IF T > 0 SUBTRACT 1 FROM T ELSE 'Time is out ENDIF LET C = 0 LET LINE = 0 LET COLUMN = 0 DISPLAY T ENDIF
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Post by Jonathan Cauldwell on Feb 6, 2017 21:22:21 GMT
The good news is that this will be fixed in the next release. The bad news is that I've had to modify the engine in order to solve the problem so games written with version 4.6 can't be loaded into 4.7.
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