Please read the topic before asking questions here!
If you’ve been using Hopscotch for a while, or you’d call yourself an expert, I encourage you to watch this topic so that you can help whoever here has their weird questions!
This topic is dedicated to obscure uses of the Hopscotch engine! Here you can discuss very nerdy, specific or niche functions of Hopscotch, like memory management, weird bugs, JSON oddities or other interesting-but-niche mechanics that let you debug and plan your code better.
I made this topic because although it’s easy to ask a really niche question in YCTAYHCH, it’s very likely to be drowned out by other conversations, and would never get answered.
Also, the “Debug my Code” category can generally end up with pretty simple questions from new users, which can drown out the category.
What shouldn’t I ask?
Any common question that most people could answer would not fit in the context of this topic. Also, keep your question specific enough to be considered niche.
So what counts?
You should ask questions that are specific to the engine, which are questions weird enough to be considered niche.
Don’t ask these sort of questions:
How do I use variables?
How does sine and cosine work? These questions are for common uses, and can be answered pretty quickly in YCTAYHCH, or around the forum!
These questions are fine:
Using math, can I abuse local variables and sine/cosine to optimize clone spawning for my game?
Is there a straightforward way to make clones copy one another without needing to multithread (or create a lot of first-frame conditionals) for property setters? These questions are pretty complicated, and if topics are made for them, they might get easily missed by those who might know the answer.
Ah I see! (Personally, I use Set Position and Set Angle instead because they’re easier to control.)
For those sort of blocks I feel like it would be harder to test because they’re not ran on a frame by frame sort of basis, and they block the next operation once ran. That’s kinda where my question comes in play, because I feel like one of the repeat loops take longer to run a single frame in some cases.
Sorry for being so technical, so many other habits are kicking in from other programming languages right now lol
I should probably come back with some of my own testing too though!
Ok, let’s say I’m making a semi-auto pixel art, and I just copied out the string, and used something to remove all whitespace, and copied it directly into Hopscotch, why does it become only 23 digits and it is not the original string
I don’t have a project on hand, but something you can do is explore the main variable in the browser console while the project runs on a computer. That should be able to answer some of those questions
Depends on the loop – some like device press I think are limited to 30FPS, but game playing I think is 60. I’m not super involved in the player, so I wouldn’t know other performance differences right now.
Very much. Removing the canvas, or even the frame, doesn’t seem to ever fully reset the tab memory to what it was before that. To be honest though, maybe something isn’t being garbage-collected when it should be though.
If they don’t exist on stage, theoretically nothing would have effect. If they do, Set Text would have the largest impact I would imagine.
I think I remember that… there’s also some weird behavior that occurs when you run two or more destroy blocks on the same frame with invisible objects.