Timelines are a pain to work with. Another example of why I hate GM's built-in functionality.
In an effort to reduce the number of variables used, I decided to use timelines instead of a phase switch, since timelines get checked each step when timeline_running is true anyway. Also, it makes things easier to read since it's all organized into its own little windows.
The problem is with how GM handles timeline_speed and timeline_position. If timeline_speed is 0, the timeline won't even run at all. Okay, I can work with that. Then comes the issue with timeline_position. The issue is timeline_position gets updated at the start of the current position. So if you use timeline_position+=1, you actually tell it to skip the next timeline_position, not go to it. However, if you use timeline_position=3, for example, it will jump to the timeline_position you specify with no problem. What this all means is if you want to repeat a timeline_position, you need to use timeline_position-=1 since by the time the code is executed it is no longer the current timeline_position.
What this means for me is I have to "negate" some of the code I read in the ASM.
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