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Topic, Game "Path 4 Mouse (old)" | ||||||
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You must register or log in to post a message.for example filling the area with wall and placing a spinner in will remove the 7x7 area of wall the spinner is in The problem was that hitTest() work-around. I included it in the editor as well, and it was proably messing up because I used it twice. That would explain why there was no slow-down or other problems, just that things stopped responding to input. you've been using 'var BLManager' which could cause it to become global...it's worth a try removing the 'var' bit as I don't use it... [edit] lol just saw you post on another forum are you actually on holiday? :P I've uploaded my project to Mediafire. I'm going on holiday for a few days now, so if anybody would like to have a peek and see if they can find the bug while I'm away, that would be very much appreciated. Cheers! ;) This doesn't happen with as3. I'll investigate it when I'm next on my laptop, as I'm posting from my iPod right now. will tomorrow works before 4pm It's as if all the code just stops performing. How bizarre. Carbon Copy : In the blEditLevel() function, I traced the level data to the BL debug console (accessed by pressing D and C at the same time). I think that the problem was maybe that the debug console could not handle such a large amount of data on one line, and so it crashed. This would explain why it worked with the old data: all the old levels have newlines in them to make them more readable, while the new ones are all crammed onto one line because they are no longer made in a text editor. Sounds reasonable? even though it's gone it caused it all and also your level trimming code should ensure array size of 20x20 [edit] I didn't miss your edit my post is 20 minutes after yours... | ||||||
