boggeylanesays
Same question when is your new version coming out.??
mgerhardsays
hey there.
great stuff BUT there´s a little bug in there. it happens sometimes that you click a puzzle tile and this tile and another one is moved. the bug appears more often the less tiles are on the stage. any idea how to fix this?
thx!
Icarosays
I have not seen the bug. And I’ve long sought. Only if you push too fast, jumping between puzzle tiles, double click in and move multiple tabs selected. No bug found.
mgerhardsays
we were really going deep in the code but still did not find the bug. as already mentioned the bug appears the more often the less tiles are on the stage and most of the time in within the multiple selection. the big problem is that it´s really hard to reproduce but we assume the bug somewhere in the function for selecting multiple tiles in combination with the one responsible for the z-index sorting.
turning off the multiple selection turns of the bug – from the current point of view.
maybe you can help.
i´ll try to screencapture the bug and put the movie online so you can see it.
cheers!
Icarosays
Found the mini bug! Note that if I select a group of pieces …. to take one outside the selected group and move … move this (which does not belong to the group) and the group too!. This failure occurs if we make a “selection failed” is how clever we make an empty zone and took a piece … then we can move this and the associated group which is not represented on the screen. Simple solution: change the code by adding a line from “uncheck” the group to start the drag (a selection of pieces). Post immediately and send the solutions on the updated file
Thanks for the directions to find it. It’s really strange and difficult to do that.
mgerhardsays
ohh – i see you already posted – will try this out…THX
bug update: after hours of testing the bug also appeared without multi selection of tiles. it has also nothing to do with the rotation of the tiles.
the bug appears when several tiles are already connected and a non-connected tile is selected and moved.
we had a look at the puzzle(mm,q) function. here we found the function responsible for moving the already connected tiles.
this.onMouseMove = function(){
movegrp(this.v);
}
this.v is the number of tiles which should be moved with the mouse. so we had a closer look to this v parameter and discovered that a selection of ALREADY CONNECTED TILES is moved when grp[a].length > 1.
BUT sometines the length of the Array grp[] is not correct and in the loop more tiles get moved than it should be.
if you skip the loop in the movegrp() and set n=0 it works fine – but then all the connected tiles can’t be moved any more.
we are desperately searching for a workaround – so PLEASE help!!!
mgerhardsays
we do not really understand what you mean with this uncheck. could you update the file or send a code snippet what to change?
thx for your help. cheers!
flashbobsays
I’m interested in this fla too but can you please fix the mentioned bug with the grouping function ?
THX !
flashbobsays
Hey Icaro,
can you please inform us when you plan to release the next version without the bugs above mentioned ?
I think there are some people interested in this file and they would buy your fla
if you are going to update sources …
Looking forward hearing from you …
Icarosays
I uploaded the fix.
Anyway is this:
after line 153: salx = undefined; saly = undefined;
add this new code:
m_up = false;
for (g=0; g<grpbox.length; g++) if(this.v==grpbox[g]) m_up = true;
if (!m_up){for(n=0; n<grpbox.length; n++)pz[grpbox[n]].filters = [bF, blF]; grpbox=[];}
following existing line:
this.onMouseMove = function(){movegrp(this.v);} // startDrag optimized.
flashbobsays
Hy Icaro,
we tested the puzzle with the fix. But the bug still exists. I did a screen capture. How can I send you the video file ?
I think the problem can be found in the grp[] array in function prox() ?
If you add the line ‘continue;’ (see below) you can avoid this behaviour but on the other hand you will loose all grouping features ;-(
Any ideas ?
function prox(cx){
for (tv=0; tv<grp[cx].length; tv++){
...
// workaround
continue;
ddx=cg[tr]*3*m1; ddy= cg[tr+1]*3*m2;
este = new Point(pz[bx]...
...
}
advillesays
I just bought this and on testing the first custom image I was able to import I got a bug doing the puzzle. I had joined some top edge pieces and also had some right edge pieces and then realized they could join at the top right corner. I put them together and they locked, but upon moving the “L” shaped set of pieces they shifted offset. Screenshot: http://www.dazeofourlives.com/BigJigSawBug.jpg I highlighted them in that jpeg. This was grabbed AFTER the pieces were all joined. As you can see the offset is large enough to spoil the puzzle – something like 16 pixels horizontal.
When I moved them over to the position on the board where they could snap into position top right they indeed did – and I heard the sound effect, but the pieces remained offset just like in the screenshot.
I’m disappointed. This puzzle got great reviews by a lot of people. I tested it myself a lot by doing the puzzles before buying it, and it breaks on my first attempt. I have done nothing to the code except bring that image, link for actionscript and set parameters as per instructions.
Is this fixable?
advillesays
Part 2: Also – I am aware that it’s possible to select a bunch of pieces, whether connected or disconnected, (I see the red highlight around them) so I tried selecting just the vertical group and it enabled me to move them away from the horizontal group. However, it did not let me connect the two groups properly. They would not snap together.
Also, something even more weird happened after that. I selected one group and it highlighted both the vert and horiz groups. Both highlighted with red. Nothing odd there, except for the fact that they were now completely disconnected and far apart from each other. Then when I moved them around the vertical group moved faster and farther than the horizontal one – as if it was in a “higher gear” than the other group. I would need to grab a screencast of this in order to show it, but I just think this behavior stems from the initial bug of them connecting wrongly.
advillesays
It wil be great if you can fix this. I’ve been looking for a way to incorporate jigsaws at my site for years, but most Flash solutions suck. Yours is great, and is almost of the quality of the more hand-coded commercial and subscription puzzles.
My site gets between 100K and 250K page views per month, so you would get a lot of exposure. http://www.dazeofourlives.com/
adville : They are bad dates to work. However the new version will end in 10 days. This includes some things I have suggested. It is in the process of testing and tuning. Send email and we will send the beta to check. Notifies if you find any error or see the need to add something. Thank you.
pippoosays
Hi icaro i would like to know why the counter stops only when you put the puzzle at the center of the background image. Is it possible to check if the puzzle is completed even if it is not on the background image?
thanks michele
Rollprollsays
Hi Icaro,
can you lend me a helping hand 
I need this puzzle with a different help image visor. This means the puzzle image shouldn’t be the same like the help visor image. Is there a possibility to change the script a bit for the function?
Thanks in advance!
Rollprollsays
Hello Icaro,
thank you very much for your quick respond. Send you mail from the ActiveDen form.
Hope you received it!
Rollprollsays
Hi Icaro, I sent you some mails with no answer from you… Are you on vacation?
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