Help! Weird control/button behaviors...
BarkBarkCo
Member Posts: 1,400
First off, I don't think this is a GS bug ... just a problem with my controls/logic.
I'm making a puzzle game. In it you use buttons on the outside of a grid of blocks to move the blocks around.
However, when you click repeatedly on a button, all of the blocks in that row stack themselves over the button. Single-clicking works just fine.
Would any you GS experts be willing to look at my game (confidentiality required)? If so, send me an email at barkbark00 at gmail dot com
I'm making a puzzle game. In it you use buttons on the outside of a grid of blocks to move the blocks around.
However, when you click repeatedly on a button, all of the blocks in that row stack themselves over the button. Single-clicking works just fine.
Would any you GS experts be willing to look at my game (confidentiality required)? If so, send me an email at barkbark00 at gmail dot com
Comments
And then I'll let it die if needed.
Instead of moving blocks around, just leave the blocks in place and make them invisible when the position is not "occupied"...I'm sure this will give me an FPS boost as well.
UPDATE: buying GS express license on Friday!*
*likely, unless there are any more hiccups along the way...
Gratz man I hope your game is a success!
Hey, you seemed to know what you were talking about when you answered my post...
Could you give me a quick tutorial?
I've been working on this all day and cant get it to work... so frustrated.....
So basically I have two actors and I need to move them both at the same time...
I had some limited success with using touch 1 and touch 2, but the problem is when you click on one first thats touch 1 and I don't know how to tell it to handle all of the equations...
If you have any suggestions it would be greatly appreciated.
Thanks!
I was controlling the movement of the blocks using logic that checked for an attribute `self.BlockSequenceInRow` to be greater than 0. When that was true I was moving the block to `BlockSequenceInRow*40`, offset by the edge of the actual grid. The assignment of the `BlockSequenceInRow` was in a rule that was in a timer that was expiring before the moves were carried out, thus changing `BlockSequenceInRow` back to 0 and screwing up my block moving logic.