Unfortunately, I cannot fix that. This is exactly why most local collision platformers only scroll horizontally. It’s occurs when an enemy is unloaded in both directions at once, which, for some reason, causes everything on the screen to freeze (so they’re basically like ghosts due to a repeated destroy).
I’ve head this happen before, and there’s an easy fix.
First of all, this is not just because the screen scrolls both directions and can happen for other reasons as well. This project uses local collision and has scrolling in both directions, but it doesn’t have this problem.
So what’s the issue? Well, this happens when a object runs more than 1 “destroy” block in a frame. I don’t know why this happens, but you can get around this by replacing all destroy blocks with this code.
Welp, first time I was wrong.
Released Beta 03a
- fixed an issue where the items would turn into ghost items when an item with quick despawn unloads in both the x and y directions at the exact same time.
- I added a check via “unload prevention” that forces the item to only be unload in one direction at once, instead of multiple, which prevents multiple frame destroys from happening (it also means I’ll be able to reduce the unload y to -192 from -256 (same for the height, from 256 + height to 192 + height).
Obviously the way Spy Guy does is much more effective, especially with enemies that are destroyed due to being too far off screen.
Beta 03b
- I did what Spy Guy 96 did, so the ghost entities issue should never occur again.
- fixed a potential issue that could occur when an enemy is destroyed at -512 in both the x and y directions (same for the opposite side).
- reduced the loaded range.
i have read this 12 times and still don’t understand this
I know right. I haven’t been on in like a year
Welcome back
A ghost item occurs when more than 1 destroy block is run at once. It basically destroys the code inside the object, but fails to actually destroy the object fully.
@Gynn
How do I make Tapping Torture [1]’s auto clicker work when the user isn’t playing?
-
Tapping Demons ↩︎
So like a offline auto clicker
you cannot, however what you can do is to automatically calculate at the beginning of the game. let’s say i have not played your game for exactly 60 minutes, and i have a tapping robot that taps twice per minute. exactly 60 minutes later i’ll come back, and the code will execute +120 taps to give the illusion the game was keeping tapping when i wasnt on hopscotch
Is it just me or is hopscotch down?
The community works fine for me.
oh my bad i forgot to write the documentation ill get that started right now
That’s alright. I got a basic concept working.
Happy Anni, btw.
i believe you wanna use Wait Milliseconds, or you’ll need to wait 50 minutes for it to increase crew by 1
But it’s if crew is less that 2700…
Crew | Wait seconds |
---|---|
1 | 3000/1 → wait 3000 seconds |
2 | 3000/2 → wait 1500 seconds |
3 | 3000/3 → wait 1000 seconds |
4 | 3000/4 → wait 750 seconds |
5 | 3000/5 → wait 600 seconds |
… | … |
2700 | 3000/2700 → wait 1.111 seconds |
does that help? it’s either you need to use milliseconds, or you need to use another operator than ÷
The crew stays just below 2700 but it doesn’t regenerate at all.
? what do you mean by “just below”? how much below?
sorry i really dont understand