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Messages - Legendary Hoamaru

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Old Bugs (1.x/2.x) / Re: List Game Attributes are empty[?]
« on: March 26, 2011, 07:30:47 am »
Yea, more searching shows that Array's indexOf method uses strict equality (===), which performs no type casting when comparing values.  With strict equality, if the types are different, it will always return false.  This is a problem with game attributes because a game attribute is casted from an Object into an Array.  The values within the array are not casted, they are all still objects.  So its basically searching through the list doing object === string comparisons, which since no type casting occur, always returns false.

The snippet list attribute is never cast, so its actually searching through the list comparing string === string.

Fix for bug: Do value searching in arrays manually in the ArrayUtil class using regular equality "==".  I'll notify Jon and commit the fix.

Old Bugs (1.x/2.x) / Re: List Game Attributes are empty[?]
« on: March 26, 2011, 07:18:31 am »
What I think is happening is that when it is looking for a value using the game attribute, it is looking through for the actual objects, not looking through for the actual values.  Or something...seems to be a weird casting problem:

Old Bugs (1.x/2.x) / Re: List Game Attributes are empty[?]
« on: March 26, 2011, 06:23:13 am »
No, its with usage of the "get item # [] from [] as number" block.  You should use "get item # [] from [] as text"

Edit: Ah I see what you're talking about.  Let me take a look on forge real quick.

Edit 2: Game isn't showing on forge for me.  Did you set it to public?

Old Bugs (1.x/2.x) / Re: List Game Attributes are empty[?]
« on: March 26, 2011, 05:35:23 am »
In the bug3 screenshot, you are returning the item from the list as a number instead of as text. NaN is short for "Not a Number" :P.

Chit-Chat / Re: Random Chat Thread
« on: March 25, 2011, 02:42:26 am »
A sly way to declare/retrieve design-unsupported instance/class level objects in design mode.  The design block only has real uses with other custom blocks, but you can at least declare instance level objects in design until Object types are formally supported.  This also allows you to declare static variables, which I see great uses for.

Chit-Chat / Re: It arrived.
« on: March 24, 2011, 08:27:18 pm »
Have mine preordered.  Dream Trigger 3D will probably be the first game I buy for it, but that doesn't come out until late April.

I really want a 3DS since I don't have a DS, I could play DS games onto it...  Though, one problem with that being that DS games don't look as good on the 3DS as they originally did on the DS.

You can actually adjust the screen settings to get DS games looking great on the 3DS.

Archives / Re: Changing scroll/animation speed in-game
« on: March 23, 2011, 04:17:33 pm »
Added getter/setter methods for the image background in, so whenever the next build is released I'll be able to create the custom blocks.

Archives / Re: Changing scroll/animation speed in-game
« on: March 23, 2011, 04:17:56 am »
> Change the speed of an animation playing (same as above)

I haven't looked at actors yet, but it is possible to change the animation speed of the backgrounds through design mode using code.  I'll create a custom block around afternoon-night time.

Edit: Ooo, guess not.  ImageBackground is marked as protected in  If I can mark it as a public variable (no real reason to be protected), then this would be possible.  It could also open up the option to be able to change the actual background in game.

Chit-Chat / Re: Random Chat Thread
« on: March 18, 2011, 11:20:01 pm »
From what I hear, the low battery life mostly comes from the Wifi, not the 3D.  Turning off the wifi is said to increase it a bunch.

Toolset Extensions / Re: Suggest an Extension
« on: March 15, 2011, 08:52:31 pm »
Can extensions currently add custom blocks and types?  A Coordinate type would be a good addition for that.

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