Now I'm mad!
Suddenly when I edited one of my rooms and resaved the room and recompiled the game the background of the room I saved has got its red colors switched with the blues! In the editor the background looks as it should. But see how it looks when I run the game:
(http://www.efd.lth.se/~f02mj/invcol.jpg)
The sky is red instead of blue and the treetrunks and a house are bluish instead of redbrown! But all the other colors are correct!
What's wrong?? And does anyone know of a way to fix it?
I think it looks pretty cool, so don't let it bog you down. but still, are you running a high-color game? Have you tried reimporting the background?
search the help for:
"Exact palette import"
if your 8 bit palette was changed lately you need to reimport all affected sprites, and if the number of "x"-ed background colors changed you must reimport all backgrounds.
Is it just this one room that has the problem? What colour depth is your game? Can you press Ctrl+V in-game and find out what colour depth the engine is running at?
I don't know about you, but I have had my test games corrupt before. Its not permanent (in my case) but for some reason the game just forgot the palette. I ended up with yellos mixed up with blues, myself.
I'd try mesing with the settings you have in the "Game Setup" dialog, perhaps switching to window mode or switching resolution.
I run in 16-bit mode and I tried reimporting but it didn't work.
But I did manage to fix it by installing the 2.61 Beta 4 and compiling the game with that.
Now I found another problem though. In dialog the player-character shows his first frame of the walkinganimation between his dialoglines. I don't mean frame 0 (which is the standing-still frame) but frame 1 (where he's spreading his legs wide). It didn't do this before so I thought it might be a bug with the new version. Just thought you should know, Chris.
Are you using lucasarts-style or sierra-style speech?
I'm using lucasarts-style speech. And I noticed that it's not always the frame number 1 that is shown but sometimes some of the other walking frames instead. And the phenomenon doesn't occur at every dialog. But every now an then at different places. It's really disturbing! :(
Does it happen in between consecutive lines of dialog, or at the end of a dialog before the options appear to the user?
Is this using DisplaySpeech, or using the dialog system?
It's not only during dialog but also when I use DisplaySpeech. It doesn't happen very often though. Just often enough for it to be a pain. It happens when the talkinganimation for the main-character has ended (i.e. when he's finished saying something). It's like the engine doesn't return properly to the normal view. After the character has blinked (idle view) he's displayed correctly again, which must mean that the engine returns correctly after idleanimation.
Hope you can give me a solution to this, Chris, because I'm just about finished with my game so it'd be really dull to have to delay the release!! :(
Hmm, can you try putting this in game_start:
game.close_mouth_end_speech_time = 0;
and see if it fixes the problem?
I tried that, but it didn't fix the problem. Sorry. I strange thing is that it's only the main character that this happens to. All the other characters work fine.
Does the character have an idle view? If so, can you disable it and see if that helps?
Otherwise, would it be possible to upload a game which demonstrates the problem?
They have idleview but disabling it doesn't help. I'll upload my game tomorrow actually, so you'll see it. Did you note that it's only the MAIN CHARACTER that this happens to?
You can download the game here.
http://www.freewebs.com/fovmester/fdownload.htm (http://www.freewebs.com/fovmester/fdownload.htm)
Thanks. I think I've found the problem - could you try this new engine, which seems to fix it for me:
http://www.adventuregamestudio.co.uk/acwin.zip
The thing is though, it does seem to be a bug with the idle view so it's a little odd that disabling it didn't fix it for you.
I can just say this:
THANK YOU, CHRIS! You're just great!
The new engine helped and the game's ok now.
Thanks again.
Glad to hear it, I'll integrate the fix into the next beta. :)