Can somebody enlighten me a little. I'm no coder by any stretch of the term but I'm just about getting by in Blitz and really neck deep in my own spaghetti code which I wrote almost 16 months ago...now i've got a bit more time I'm back on my own game again. Apart from the fun yet slow process of wondering what the hell I was doing once again, or where the heck I tucked that particular function, I'm really naffing puzzled to the point of insanity regarding obvious flaws in my code that go by unnoticed on one machine yet won't work on another machine when the logic of it is that it should NOT work on either machine? How does this happen? I'm not talking about wrestling with memory addresses, peeking and poking until it all comes tumbling down, just simple things that are easy to spot once the problem is noticed.
For example I had in my projectiles bb a bullet making function and then a bullet management function that checked for collisons and deleted the relevant entities - this also fed an impacts function for my little impact cloud animations.
This impacts function should never have worked as it was mistakenly only called while the bullet collided after which the bullet was immediately deleted and the impacts function only received one single call that particular program loop. Yet on my laptop the whole caboodle peformed and animated flawlessly when it is impossible!
When I copied all my Blitz work directories across to my main machine the code failed as it should, and impacts just showed the first frame and hung staticly in the game world where they were created neither animated or deleted!
Traced the bug quickly - but it baffles me how it ever worked and animated and deleted the impact sprites in the first place - it simply didn't have time and the function was not being called each program loop...any clues anybody? What goes on inside Blitz that I'm unaware of?
For example I had in my projectiles bb a bullet making function and then a bullet management function that checked for collisons and deleted the relevant entities - this also fed an impacts function for my little impact cloud animations.
This impacts function should never have worked as it was mistakenly only called while the bullet collided after which the bullet was immediately deleted and the impacts function only received one single call that particular program loop. Yet on my laptop the whole caboodle peformed and animated flawlessly when it is impossible!
When I copied all my Blitz work directories across to my main machine the code failed as it should, and impacts just showed the first frame and hung staticly in the game world where they were created neither animated or deleted!
Traced the bug quickly - but it baffles me how it ever worked and animated and deleted the impact sprites in the first place - it simply didn't have time and the function was not being called each program loop...any clues anybody? What goes on inside Blitz that I'm unaware of?