As Annikk said, thank you so much, really is appreciated sillytuna.
And like Annikk, I have questions as well.
Just to let you know, I have an iPad 3, Wi-Fi 64GB
1. Is there any reason on which some code could possibly stop WaitReal() from working? But on top of not working, all the code works until it reaches WaitReal() and then nothing happens. but this is not the case for every level, I have 7 levels which work great with the WaitReal() but not on my 8th level, but I did combat this with Annikks custom timer though, see the code below, that is how I've made a slight delay before the seedlings are sent.
function LevelLogic()
StartLevelLogic()
Puzzle1 = 0
puzzletimer = GetGameTime() + 4
GetAsteroid(16).Owner = 1
GetAsteroid(16):Hide(1)
while GameRunning() do
if Puzzle1 == 1 then
if GetGameTime() > puzzletimer then
GetAsteroid(12):SendSeedlingsToTarget(0,100,GetAsteroid(13))
GetAsteroid(13):SendSeedlingsToTarget(0,100,GetAsteroid(14))
GetAsteroid(14):SendSeedlingsToTarget(0,100,GetAsteroid(15))
GetAsteroid(15):SendSeedlingsToTarget(0,100,GetAsteroid(16))
GetAsteroid(16):SendSeedlingsToTarget(0,100,GetAsteroid(17))
GetAsteroid(17):SendSeedlingsToTarget(0,100,GetAsteroid(18))
GetAsteroid(18):SendSeedlingsToTarget(0,100,GetAsteroid(19))
GetAsteroid(19):SendSeedlingsToTarget(0,100,GetAsteroid(12))
puzzletimer = puzzletimer + 30
end
end
if CheckPoint = 1 and GetEmpire(1).NumSeedlings == 0 then
GetAsteroid(10):AddSeedlings(1)
end
coroutine.yield()
end
end
As you can see, instead of having puzzletimer this and that, I would have loved to have used WaitReal(2) or something, but you know, you can't do everything can you.
But now, I have added this into the code.
function LevelLogic()
StartLevelLogic()
Puzzle1 = 0
puzzletimer = GetGameTime() + 4
GetAsteroid(16).Owner = 1
GetAsteroid(16):Hide(1)
if IsiOS() then -- TESTING
SelectionClear()
WaitReal(2)
SetLevelDim(true)
Message("Testing", true, 1.0, "Left")
WaitMessage(true)
SetLevelDim(false)
else
MessageBox("01_01")
WaitDialog()
end
while GameRunning() do
Notice that i'm trying to start adding some text now, but when I input that code, it does not work one bit, but after messing around with it, I realised that the WaitReal() is actually causing the problem, because when I take it out (ALSO THE SAME WITH WaitGame()). The level works. Now I'm guessing this is a Glitch/My Fault for doing something wrong during LevelSetup(), but honestly, I can't see anything different from my other levels.
So, what the heck?
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2. SetCameraPosition(x,y) seems to be a very buggy, thats IF the player moves the position around, if the player doesn't move the position in the game then the camera will set it's position to whatever (x,y) I state. What I am not saying is moving the camera while the camera is being changed, I mean if the camera is at (0,0) already, and I swipe to (-1000,0) and I want the camera to be at (2000,2000), because I've swiped on my screen, it would just go somewhere completely different, not (2000,2000)
3. Is there actually any way of seeing what crashes a level? PC users get a error message that pops up, All i get it a shut off game
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4. It seems I don't need the lang.csv for messages, by putting my text in the actual level itself, is that doing anything dangerous?
5. I've noticed that if I used this code:
while GetAsteroid(1).NumSeedlings < 38 do
coroutine.yield()
CheckConditions()
end
does not work at all, but this code:
while GetEmpire(1).NumSeedlings < 38 do
coroutine.yield()
CheckConditions
end
The only problem with that is that what if I want to do something after a certain asteroid has something special, this is also the same case with .NumTrees .NumDysonTrees .NumDefenseTrees, but if it's just how it is then I'll have to deal with it.
I can't think of anymore questions now but I probably will have some
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Looking forward to some feedback
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