Haha, yeah. This project convinced me to give up Clickteam products. So many goddamn times I had to find a workaround for when the stupid thing would sometimes choose the last created object instead of the object whose internal values actually matched the conditions, or all objects regardless of if they match the conditions.
It's like if you had
for(int i = 0; i < objects.length; i++)
{
if(objects[i].value == 3)
objects[i].isSomething = true;
}
randomly give the same behavior as
for(int i = 0; i < objects.length; i++)
{
if(objects[i].value == 3)
objects[objects.length - 1].isSomething = true;
}
or even funnier
for(int i = 0; i < objects.length; i++)
{
if(objects[i].value == 3)
{
for(Object o : objects)
o.isSomething = true;
}
}
You don't want to know how much pain I went through to get collisions working between two moving instances of the same object in a platformer engine. "Box a is overlapping Box b" doesn't let you reference or set restrictions on b in any way (unless those restrictions also apply to a).
Then again, what am I supposed to expect from a "programming language" which didn't officially support
loops until the 1.5 release of the third iteration. Anywho, updated the game. Probably didn't fix the crash bug Melly had, but I implemented the changes I discussed in the previous post, which should prevent Tom Lungfish from living happily ever after. I believe the reason for the repeated names was because I forgot to make the title format list
0-based, but let me know if that keeps happening.