Bugshooting
Author: | Johann
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Submitted: | 16th September, 2002
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Views: | 4442
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Just felt like writing an aricle about getting rid of bugs
in multimedia fusion or the like.
Hope this is useful for you guys..
1.
try to avoid using always. Use every 00:00:00 instead.
I have not experienced any trouble when using "start of frame", or "never" (as I never use), but using always has proved to generate bugs from time to time.
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2.
The "bring to front" code is also something to look after. (If you have a scrolling game) If you experience any funny scrolling objects or similar bugs, it may have to do with, "bring to front\back"
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3.
also, (and this took me a while to find out)..
if you have scrolling game and use particle effects.
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(particle effects.
using a bouncing object with an ever increasing "alt A"
every 00:00:00 set y pos to "Y active - (5-alt A)")
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never use the create object at X, Y from a certan object.
At all times (when scrolling is involved)
use create object at -50,-50 and then set the X and Y coordinates..
using particle effects while scrolling may result in bloodparticles sticking to the screen if you create from a certain object.
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4.
If something you have coded does not work properly, It may be associated with the order your codes are in.
If you wish to look closer on the order, you press right mouse button over the respective event, and choose "edit the ations"
the different actions can then be dragged and dropped in a new order. You can also copy, and paste an action..
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5.
Always make safety copies, You can have fusion make safetycopies for you if you check the "autobackup"
that is situated in (File)-(Preferences)
save the copies to a cd
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6.
to prevent a sound or event from looping or triggering many tmes in a row, use the "only one action when event loops" or "resrict actions" commands.
You may also make your own customized restricter. I would use a counter that counts down.
(counter > 0) - subtract 1 from counter
remember to have "counter=0" in the event..
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7.
If you are still using the fusion platform movement, you can prevent your character from sticking to the wall by making all the animation frames the same size.
(I haven't trie this myself as i don't use the default platform movement) shame on me if it doesn't work..
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8.
if your enemies does not have path movement and are many pixels away, they do not respond to events that happen if they hit the background. This may result in floating zomies or whatever. To solve this, go to the frame properties and select frame. From there check the "handle background collisions even out of window"
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that's it for this time. Hope it helps.
I have probably forgotten something, but if there are any bugs you need solved don't hesitate to ask.
(don't guarantee you that I have all the answes though)
tata..
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Johann
Registered 01/08/2002
Points 130
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