At the start of my 'Actual Game' layout my game chooses a random value of seconds for it to drop power ups.
Everything works fine except for one thing, if I sit on another layout like the Menu for 20+ seconds (more than the amount of seconds per drop) then start playing the game, all the power ups fall at once then the game continues along normally.
If I just quickly go from the menu to the actual game without waiting, it all works fine.
Have the spawn or countdown happen in a deactivated group, then active the group when the level begins.
I tried exactly that earlier but basically as soon as that group activates it drops all the powerups then goes back to normal just as before.
Don't start the timer until the layout starts.
It's not a timer really, its "every Random(10-20) seconds". And this event sheet isn't accessed until the game itself starts, not the menu.
Maybe it's a bug Ashley?
This is the only thing stopping my game from launching so help would be appreciated :)
This is no bug it?s just he machanic from Wait.
I got this problem also some weeks in front of you, and Ashley tried to help me unstand Wait. This is what i understood:
It saves your actual time stamp and add to this X seconds, lets call this time stamp Actiontime. As soon as the realworld time hit Action Time the Events get fired. Cause you do this in a loop you save X Actiontimes and their Events. Now you open a Pop-up, you think your game doesn?t run forward but the Real World time does it.
So after you leave the Pop-up Construct ask something like if actiontime > timestamp(real world time) fire Events. And yeah cause this is true at multiple Actiontimes it fires instead multiple Events.
I?m not sure how to fixx your problem, for that I would need an example .capx. Than I will try it.
If you think it's a bug make a post in the Bugs forum following the full procedure. It's impossible to comment without a .capx.
Develop games in your browser. Powerful, performant & highly capable.
Is it possible to take a new timestamp on the start of a layout? That would seem to fix the problem.
This is not hard to fix. Just create a global variable to block the "every x seconds" logic until the game actually starts.
JoyfulDreamer I wish it was that easy, but I have tried that by activating a group containing the powerups on the start of the layout, all that does is delay the spam of powerups by a tiny amount.
Ended up making the power up only fall if there was not another one in existence. I still get all the powerups falling on the start of the level but only one of each, and I really want to launch my game so I'll call it a 'Head Start'.
Surely all you need to do is add another condition to your "drop" event?
player is on screen, lives =x, object is on layer Y, ect ect.
That's what I thought, but it seems no matter what I do that "Every random seconds" triggers as soon as it activates, the countdown starts when the application does so it must be attached to a timestamp.