Remembered Touch and Release Bug
Gannuscio
Member Posts: 36
I am looking to see if anyone has a workaround for a bug that I can't see to get around myself.
I have a touch -> release on a character and this touch and release is wrapped within a rule stating an attribute needs to be a certain number before this action takes place.
The problem is that the touches are being remembered within game salad. If I click on the character from the start it does not execute the touch -> release. Once the attribute equals the rule then the the touch and release is automatically executed without the user having to actually touch and release on the character.
I can't for the life of me figure out a workaround and it is holding up my whole project.
I thought this would have been resolved in today's release but it isn't.
Please let me know as I will be extremely grateful!
I have a touch -> release on a character and this touch and release is wrapped within a rule stating an attribute needs to be a certain number before this action takes place.
The problem is that the touches are being remembered within game salad. If I click on the character from the start it does not execute the touch -> release. Once the attribute equals the rule then the the touch and release is automatically executed without the user having to actually touch and release on the character.
I can't for the life of me figure out a workaround and it is holding up my whole project.
I thought this would have been resolved in today's release but it isn't.
Please let me know as I will be extremely grateful!
Comments
Also, are you using any Load/Save Behaviours anywhere?
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Just a little background. I have 20 actors on the screen and I want the user to have to touch->release them in order as this is a counting application.
I have an attribute (Integer) called PoppedCounter. This integer is initially 0. After the first actor is touched it is then changed to 1. After the second changed to 2 and so on.
Rule: When All conditions are valid
Actor receives event: Touch is Released
Rule: When all conditions are valid
Attribute game.PoppedCounter = 1
At this point a balloon pops and a number falls out of the balloon.
I have also tried it vice-versa with the rule including the Attribute first and the touch->release rule wrapped inside of it.
Let me know if this is not clear enough as it is kinda difficult to explain.
Thanks!
In the first balloon, try
Rule: When All conditions are valid
Actor receives event: Touch is Released
Attribute game.PoppedCounter = 1
-----(i.e not a new Rule for "when Attribute game.PoppedCounter = 1", but put into the same place as Touch is released)
then
---your number spawning or showing/falling Rules---
Change Attribute PoppedCounter to 2
In your second balloon, put
Rule: When All conditions are valid
Actor receives event: Touch is Released
Attribute game.PoppedCounter = 2
then
---your number spawning or showing/falling Rules---
Change Attribute PoppedCounter to 3
ETC.
Hope I've understood correctly and that helps. :-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Thanks for the reply again. I have tried your recommendation but that has not solved the problem.
It is like it is remembering the touch->release on the actor and as soon as the attribute gets to 2 it pops the balloon automatically.
Any other ideas that might work? I am lost.
Thanks again
Anyway, this is what I've got (you can use the same actors/different actors/mix of both without problem, providing any same actors' Rules are unlocked, making them instances):
Rule: When All conditions are valid
Actor receives event: Touch is Pressed
Attribute game.PoppedCounter = 1
-----(i.e not a new Rule for "when Attribute game.PoppedCounter = 1", but put into the same place as Touch is released)
then
---your number spawning or showing/falling Rules---
Change Attribute PoppedCounter to 2
Destroy this actor
In your second balloon, put
Rule: When All conditions are valid
Actor receives event: Touch is Pressed
Attribute game.PoppedCounter = 2
then
---your number spawning or showing/falling Rules---
Change Attribute PoppedCounter to 3
Destroy this actor
------ ETC.
Fingers crossed it works for you now. :-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps