Final adjustements, no errors and no bugs. The project is finally ready to be sent. The only things that I had to compromise on were the Save and Load function. Cause due to scratch’s simplicity, it couldn’t subtract all of my variables at once. But nonetheless I was working on this project really hard and I hope it comes out great.
Time flew by so fast last six hours. I’m deep in the Save and Load functions right now. It isn’t just designing buttons and texts, I also need to make sure the buttons react properly and with no error. I created new room for load screen too. If the Save and Load functions will come up right, it’s gonna be huge.
I added two more buttons for Save/Import option, so the user could temporarily save his gravity scenes to show them to someone later. I was also facing problems about resetting the second half of the settings. There was a bug associated with a very early ending of an event that affects other events, resulting in no reaction.
Today, I implemented the option to decide if the x or y positions of each body could be shown. I located it into the second page of settings. It was kind of hard to figure out how to effect six different checkboxes in one single sprite at once. Next time, I’ll add more options for the users.:)))
Today, I added a new skip button for users that already played gravity simulator. By pressing the button they could skip the tutorial and head on straight to the simulation.
AFTER COUNTLESS HOURS OF DIFFERENT CHANGES, I FINALLY MANAGED TO FIGURE OUT THE SOLUTION FOR THE PROBLEM WITH POSITION MEMORY OF THE BODIES. I redesigned the structure of the code and added some new blocks to it. This major improvement results in a version with literally no bugs in all fields. I can thankfully begin upgrading the settings menu I started making before, because now, I have a solid base for future improvements. THANK GOD I FIGURED IT OUT :)))))))
My only chance is to go compare different versions of the code, so I’m working on two of the codes at once. The bug that the bodies don’t stay at their positions after returning back to the menu is I think only solvable by separating the code and going through all of it.
Oh daaamn, this session was so annoying!! I was facing crucial bugs in the main simulation, I tried everything just to solve it and I couldn’t figure out why it was happening for 2 whole hours. Then I had a lunchbreak and I returned to programming and I restarted my slow comp…. The program was out of nowhere working and now I came across different problems, at the time I solved the buttons problems. I can’t no more……. :(((((( Once I solve a problem, two others come alive. It’s getting very hard for me.
I succesfully implemented the menu for settings with functioning buttons(pic. 2). It took quite a lot of time to design. And as I was testing the whole application, I came across different bugs, for instance(pic. 1). It happens during the act of pressing the mouse and sliding between both of the next/back buttons and then letting the mouse down. It’s sadly still in process, I can’t figure it out right now.
Today, I added a new button for settings, it comes with animation. I also fixed the problem with the little helper, cause it was lagging sometimes during the usage of it. It was a pain creating the sprocket design by the way ; )
So, I added the new version of gravity to all of the bodies that could move. The new version’s secret is, that its made in only one column. I also upgraded the small helper hidden in the left high corner. You can see its main code lower. I tested it and it reacts to all of the events it should respond to.
I hope I solved the problem with the bodies sometimes not moving. I invented a new way how to act between pressing space and simulating gravity. The problem that they didn’t move was maybe because the simulation was divided into two programmed groups. One was activated when entering a certain room and the second activated later when pressing space. At least I hope so… I spent a lot of time going through the code and couldn’t find any other solution :(
As I mentioned in previous devlog, I really had to invent a special sprite for each moving body. The shadow under the bodies collided with bodies, so I really didn’t have any different solution. There was also a bug in a cycle. It was about sending messages to other communicators more times than the loop actually looped. So I implemented this code to all of the special sprites for shadows (the code was different every single time)
I inicialized the gravity for the third body (oh yes, finaly) –> It took me a lot of time, because the more bodies you have, the bigger amount of code is needed. But just as I tried it, I came across a different problem. Bodies collide not only between them, but also with the trajectories of the bodies. This got me really thinking. I might create for each trajectory a sprite.
This time, my programming session was a brutal nightmare. I was trying to fix a very uncomfortable bug and it was hidden in the code below. As more than one sprites had this code, one was experiencing active condition and the second passive. I also upgraded the guide menu with a new design of the mass system.
Now I added a ton of code to another ball, so it could interact with others. I also made a requirement if user wants the ball to move or not, so it could act just as gravity provider or even be attracted by the gravity too. Big changes will happen also to other bodies. See you later : )
I finally managed to finish the complete guide for users. I added a step-back button so everyone can return to the guide if they missed something. I also added a menu for giving speeds right from the start. It means that the simulations won’t neccesarily be from stable positions. -> I hope I don’t need to mention the bug fixes everyone knows about :
I recently made a huge jump with the gravity simulator. I added a third body to interact with and I also added kind of a huge guide for the users. The most annoying thing to do was the debugging part. It’s always hard to find the roots of the problem. I hope this simulator ’ll get as much stardust as it can because I´m working hard to get the results I want.
HELLO! - I finally added second level for the game and now the levels look like 3D. The typewriter effect I implemented to dialogues was really hard to obtain.