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Post by Linkky on Mar 20, 2014 4:17:11 GMT 1
Hello, I have bug reports about Toggle Onces that were caused from Timers and ANDs: I currently have 2 games that I have worked on for them to be successful, which are "Mission : Legendary Robbery", and "RPG KoGaMa™: Legend of the 5 Stars" which both have Once Toggles, ANDs, and Timers involved in it at one point where it is all connected to make an animation occur:
It leaves off trails of texts or models in the animation, or bugs up the logic to where if you win the game, the animation will keep on going and possibly bug up other parts of the game itself..
It is very hard to fix this bug, and I would suggest for it to be fixed in a future update. Thanks!
~ Daniel288Link
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Post by Jatsu on Mar 20, 2014 5:56:50 GMT 1
Browser link:aboutmybrowser.com/bsQFcjQPExample image:Steps to reproduce:1. Spawn a toggle box, check "Once toggle" to be active 2. Spawn a pressure pad, connect it to the toggle box's input (orange orb) 3. Spawn a timer, connect its input to the toggle box's output (blue orb) 4. Enter play mode, activate the pressure pad 5. Reset the logic - you can use a flag or "reset logic" option from right click any box 6. Enter play mode again, activate the pressure pad -> The timer's duration becomes infinite, AKA a delayed toggle, for the rest of the play session Log thingamabob: (Probably not gonna help, logic is server side) Attachment DeletedResult:- A chain of timers, like shown in above image, causes a cascade effect of delayed toggles for every logic reset. For example, first run through, all timers act normally. Second run through (first logic reset), the first timer is glitched. Third run through (second logic reset), the first and second timer is glitched... and so on.
- [Daniel's problem] If you place an AND box between the first timer and once toggle, upon reset it will trigger the timer chain even through the AND shouldn't have a signal after reset. This could be because of the reset logic problem I previously reported on the Google community page, where logic doesn't cycle properly if its inputs are active during the reset phase... so my guess: the timers briefly ignore all inputs during reset, but gets reenabled before the AND turns off, and therefore treats it as a new signal which reactivates the chain.
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Post by Daniel Everland on Mar 20, 2014 12:52:08 GMT 1
I'll have to run a few tests through this to properly understand where the problem lies, but this is very useful. Thanks Daniel and Jatsu Edit: I'm afraid I don't quite understand the issue with the AND box. I must have misunderstood something because my setup works like a charm. I just added the first bug to our database though, I also linked to this thread since Caspar might get it even thought I don't
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Post by Jatsu on Mar 20, 2014 19:17:54 GMT 1
Since this once toggle bug has been reported before on the old forums, I thought I would ask: Should we report bugs we've reported before on the old forums? Or should we assume that the old reports were added the database already? I'll write up a bug report of the logic problems I reported on the Google community page a few months ago. It might help in understanding the other problem Daniel mentioned. I'm not sure if log reports will be helpful though, because I always tried to check for anything unusual after I used the logic problems (like in this game: Winner Winner). Edit: I could be wrong... I just copied a log report after playing the game I linked. A few weird things did pop up. _ Attachment Deleted
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Post by Daniel Everland on Mar 20, 2014 21:11:46 GMT 1
Assume that nothing is currently in the database. Even if you see someone else report something on the forum, please, share your experience with the issue. Even if it's simply to say that you didn't experience it. Posting your browser information while doing so is additionally helpful to us. Obviously this isn't required of you, nothing is, but it sure would help us a lot
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