Confusing Bug **Please Help**

My current game is virtually done, but I have come across a bug that is giving me an annoyance that I just can't seem to figure out. I've tried a large number of possible solutions none of which worked. If anyone has any suggestions or recognizes a possible problem I would be greatly appreciative. Feel free to ask for code bits or whatever it is you need to get a clearer idea.

Thank you


Comments

  • sparkaniasparkania Member, PRO Posts: 300
    I think your Show Text has been smoking your borders... B-)
    I would check the order in the layer where your Show Text for the second displayed value is. You most likely have it restrained to the same value as the top item and i'ts getting cancelled (display only) by something in between.
  • FallacyStudiosFallacyStudios Member Posts: 970
    Basically this is all that is really being used.

    *The Quantity Button in the Import screen adjusts a separate integer attribute that is ultimately only used when the green check mark button is pressed to accept and modify the tables.

    *The red X button exits that menu and resets the above integer to 0 along with a few others. Nothing else done with it

    *The green check mark (when pressed and in that menu) figures out if that strain is in the shop. If it is, it puts that quantity with that strain. If it is not, it puts that strain in the Shop Menu at the very next open slot. When all this has been verified the tables are changed accordingly and saved. The import quantity number is reset to 0 along with all others involved and the menu is transferred back to the Shop Menu.

    So what appears to be happening is when you go through the first import and accept it, it goes into the Shop. While still staying in this same pause screen (these menus are all run from the same pause screen and differentiated by a Menu integer) you attempt to import a second and go through the steps. When you click the quantity button (which doesn't have any table modifications in it) it automatically places the Strain and its quantity amounts in the Shop Menu. SO basically after clicking the check mark button the first time its changing of tables persists even when everything has been reset and it is not being pressed a second time.

    I hope all that made sense.
  • sparkaniasparkania Member, PRO Posts: 300
    I really think you are cross-constrained. just from your video, it looks like your raise/lower buttons are working fine for the second order, just the text is polling the wrong spot. and I would guess that where you have your text block, there is some kind of a reset once the order is complete which is not taking place which makes the phantom order when you just exit the menu.
  • FallacyStudiosFallacyStudios Member Posts: 970
    @sparkania

    I'll take a look at constrains and see if they are in conflict.

    I do know that the "lower" quantity button is not working on the second series. It makes a sound when the button is pressed and that button can only be pressed when the attribute it is adjusting is greater than 0. So in order for the quantity to be adjusting up but also being reset to 0 that fast as well as modifying the the tables, it seems almost positively linked to the checkmark buttons logic upon click is persisting.

    What I mean by this is, when you click the raise quantity on the second round, that click raises the attribute it is supposed to, but than as soon as it is raised the code in the check mark is somehow activating causing all the tables to be changed in that section and resetting that import quantity back to 0. So click it once... it goes to 1... check mark from previous click is still registering it... changes the tables... resets the import back to 0... thus more than likely the reason the lower quantity button doesn't work and the quantity display text still shows 0.

    From what I've narrowed down I'm almost positive it has to do with the check mark on press continuing its logic. No idea if anyone knows of any issues with on button presses persisting with their logic even after it is no longer being clicked.
  • sparkaniasparkania Member, PRO Posts: 300
    well.. while you are in there.. I beat myself up and almost terminated a project because I couldnt get values to display or calculate properly.. it turned out that in the list of actors on that layer, I had one actor with the finalizing of the calculations in the middle of the list (instead of at the bottom) so calculations were being finalized before all values were seen..
  • FallacyStudiosFallacyStudios Member Posts: 970
    @sparkania

    Alright, thanks. I keep an eye out for that too while I'm going through.
  • FallacyStudiosFallacyStudios Member Posts: 970
    Well now I know for a fact it has to do with the green check mark button even though it isn't being clicked. Inside the timer that I knew would be involved (if this button was involved in the changes) I placed a display text.

    When I clicked the quantity button on the second import the display text flashed over the check mark... thus for some odd reason it is involved. The timer only runs when the check mark button is clicked and it triggers after 0.1 seconds. So it makes absolutely no sense as to how it is being triggered when a completely different button is being clicked.

    Anyone have any guess?
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598

    My guess is you're using When mouse is down instead of When touch is pressed...

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • FallacyStudiosFallacyStudios Member Posts: 970
    @gyroscope That is a good suggestion, but sadly it is touch pressed. I have narrowed it down and found a work around. Even though what is causing it, I have no idea.

    Basically even though it is inside of the touch pressed for the check mark button, the timer is some how being triggered anyways. It doesn't make any sense why and there is nothing calling to it to happen. What I tried out was making my own timers using the actors time and it works. Of course the issue with that is not everything finishes if it is touched too quickly because there is no Run to Completion. So I guess I'm going to keep using these and set the timers extremely low.

    Still, I am dumbfounded as to how this timer is being triggered. I mean it ran to completion during the first import when you click the button and I saw it work so I know its not delayed. It also doesn't make sense as to how it is being triggered when a completely different actor is being pressed. Maybe it really is some sort of GS bug.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited January 2013

    I'm thinking that in this situation, it's highly unlikely to be a bug....(the aspects you're dealing with have been "watertight" for a very long time...) it's an intriguing problem, for sure, and even though you've found a workaround, still bugging – if you excuse the pun – as to what's causing it.

    I'd be willing to take a look at the pre-workaround version for you if you like... I can't promise i'll discover the problem but I'll give it my best shot...

    So send the zipped gamefile to spidergriffin [at] tiscali [dot] co [dot] uk if you like (but no worries if not); I wouldn't show it to anyone else and would destroy it after checking it out.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

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