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Lacrimosa

Stack Level Too Deep is often caused by circular aliasing (and rarely caused by recursive calls but I digress). Which, if you have double scripts, you are aliasing something to itself, causing a big crashy infinite loop. But it can also happen if two scripts use the same new name for the method.

PROJECT.Lovingly

Don't you love Windows 8 hiding all the options you care about?

Okay when that comes up click on "More Info" on the left there, and choose "Run Anyway." No I have no idea what running something has to do with information.

This is why Windows 8 is losing market share to 7 and even XP.

PROJECT.Lovingly

You don't even need pixel movement, you just need to accept button presses even when Ai is in front of a block. A sort of 'last chance' attempt to get out of the way.

Wherever you'd call the failure code (whatever makes the game stop accepting input) instead check if Up or Down or Z is being pressed; if they are, do that instead of failing.

You also seem to be ignoring input until Ai is ready to move to the next row, which results in dropped button presses. You should instead capture the input in a parallel event, store it to a variable, and use that variable to decide where to move when it is time to advance to the next row.

I'd be happy to help you make these changes or answer any questions if you'd like.
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