Repair List
- [x] so for your project, i noticed the issue only happens when shooting N/S. E/W were fine. I looked at the code and S had no end, so the projectile stayed there,
I added state 2 and it works. and N removed object from map instead of state 2. when i changed it to state2 deletion, it didnt cause the error. so for the immediate fix, make them all end by going to state 2. that works for my testing, no more errors
- [ ] Change from UI Bars to Numbers for easier UI.. atleast until I am done experimenting.
- [x] for example, the laser moving 2 squares and then doing send event. during that 2 squares of movement, its not going to hit enemies. oddly, it usually hits, but once and a while it passes through the enemy with no hit. you should have the movement on one event, and the send event on a time:ON 0.1 wait. so that it's always detecting at all times during the movement.
- [ ] Use FARM key to send event to nearest plot to trigger nearest only FarmEvent page? Solves the double farm and double fish issues. Will help will Mining issues too.
- [ ] “one thing which is kind of small, is that you have 2 teleport objects for the door. if you walk in the middle, you are activating 2 teleports at the same time. it doenst seem to be an issue, but its not good practice. what you can do is change one of those events to do send event, choose the teleport event, and hero touch. so if you touch the side one, it activates the teleport as if you touched the actual teleport object.”
- [ ] “and i noticed that you have a lot inside a single time:ON on the hero. it can be interrupted sometimes, like if the thing that triggers it is no longer true or you change states. it will stop running the code. you might want to have the time check if something is true, like hero has 0 HP, and then call a common reaction or call another event on the hero called "death". that way, once it triggers, it no longer relies on other factors to keep going. it will trigger code elsewhere, and ensures it only happens once.”
- [ ] Lag after first aquire raygun check?
- [ ] its best to use that for specific issues, or confirming its all working. then keep it off heh.
Notes Received
- “You should avoid maps larger than 64. especially when using the create/remove object from map commands a lot. in my zelda game, after a while you would see ghost images of things you removed.” Kevin
- “and i noticed that you have a lot inside a single time:ON on the hero. it can be interrupted sometimes, like if the thing that triggers it is no longer true or you change states. it will stop running the code. you might want to have the time check if something is true, like hero has 0 HP, and then call a common reaction or call another event on the hero called "death". that way, once it triggers, it no longer relies on other factors to keep going. it will trigger code elsewhere, and ensures it only happens once.” - Kevin
- “Showing the bounding boxes will cause lag. it was lagging bad at first, but after turning that off it was smooth.” - Kevin