repeatedly_execute_always - when does it work?

Started by EnterTheStory (aka tolworthy), Wed 24/03/2010 01:02:33

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EnterTheStory (aka tolworthy)

I'm getting some really weird behavior when using RunAGSGame. Before a certain point in my game (the one being called, not the parent game), rep_ex_always does not work. When run on its own the game works perfectly. Any ideas what might be happening?

(edit) - as you can see, I've stripped out almost all the code in the previous module, but I can't get rep_ex_always to be recognized any further back. I also tried combining the two modules, but that just stopped rep_ex from being recognized anywhere in the combined one. You can put a rep_ex_always function in any module after the line and it will work perfectly. And if not using RunAGSGame you can put it anywhere at all.

GarageGothic

#1
When you call RunAGSGame, do you use mode 0 (launch separately) or mode 1 (preserve global int values)? Not that it's necessarily related to that, of course, but still useful to know. Not many people use RunAGSGame in their games, so there's a definite possibility it's an engine issue that just hasn't been encountered yet.

Edit: Another questions. Does it stop being called after the third module in the list, no matter what those modules are? I.e. if you move the cutscenes module down in the list, will the rep_exec from the clues module run instead? What if you remove the clues or cutscenes module entirely?

EnterTheStory (aka tolworthy)

#2
I always pass '0.' Thanks for the reply. It seems I only visit the forum to bitch about problems that nobody else has, so I'm grateful for your patience!

EDIT: thanks for the suggestion - I swapped some modules around, and it's the number that matters, not the content. The first three modules cannot use rep_ex_always when the game is called from RunAGSgame.

I previously tried deleting a lot of code, and it made no difference, so it's not closely related to the amount of code.

I tried combining modules 3 and 4, and they were not used, so it's not closely related to the total number of modules.

I started migrating earlier rep_ex code into the global rep_ex, and found another interesting effect, which I'll discuss in the other thread on coordinates. Which lead to a hypothesis: the parent game had three modules before the global script, and the child game will not look in the first three modules for rep_ex-always. Are the two facts related? I wonder if Pumaman could give an opinion?

Pumaman

Interesting. I think you're the only person that's actively using RunAGSGame so there could well be problems with it. I'll look into it.

Shane 'ProgZmax' Stevens

I'd happily use RunAGSGame() if there was a way to mark data to return to the previous game for use (like for keeping high score tables and separate savegames for marking progress).

SpacePaw

Quote from: ProgZmax on Fri 26/03/2010 08:06:08
I'd happily use RunAGSGame() if there was a way to mark data to return to the previous game for use (like for keeping high score tables and separate savegames for marking progress).

Isn't there? You can write a text file while running the other game and read it in later, then delete it...

EnterTheStory (aka tolworthy)

Quote from: ProgZmax on Fri 26/03/2010 08:06:08
I'd happily use RunAGSGame() if there was a way to mark data to return to the previous game for use (like for keeping high score tables and separate savegames for marking progress).

With my games I do an autosave when leaving, so when you return to any game it remembers everything. As SpacePaw suggests, I also use a separate text file to record all the data I want to carry forward. Finally, I always enter games via a secret empty room which instantly forwards you any room you want, so you can enter and leave games at any point. It seems to work.

I love RunAGSGame. I can't imagine how anyone can make games without it. I love wandering between games. My first game is based in Paris, and my latest game doubles the size of the city. The next game will add even more little buildings and villages, and eventually you'll be able to explore whole countries. Making games withour RunAGSGame would be like living in a  room without any doors. For me it's the backbone of AGS.

SpacePaw

Quote from: tolworthy on Fri 26/03/2010 13:30:29
Making games withour RunAGSGame would be like living in a  room without any doors. For me it's the backbone of AGS.

Nah, AGS has lots of possibilities even without it :) I wouldn't call it a backbone for sure

Calin Leafshade

In fact I find it difficult to think of a use for RunAGSGame.

What could you not do without it?

The only use I can think of is for some kind of launcher for an episodic game.. something like the 1213 special edition. Other than that its fairly useless.

Dualnames

I once attempted to create the biggest non-corporate way against piracy in AGS games with solely that function!!!
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

EnterTheStory (aka tolworthy)

Quote from: Calin Leafshade on Fri 26/03/2010 17:59:57
In fact I find it difficult to think of a use for RunAGSGame.

What could you not do without it?

Make large games.

The larger the game, the longer it takes to compile, and the bigger the risk to the developer. RunAGSGame allows you to develop games in manageable stages. I'm talking gigabyte plus games with thousands of rooms and dozens of subplots. Not everyone wants that kind of game of course, but I do.

Vince Twelve

Normally, when people say stuff like that on these boards, they are thirteen year olds who are full of crap. (Where's that thread with the guy going nuts about his RPG with thousands of monsters, each with their own AI and thousands of rooms, etc?)  But with tolworthy, you know he's on level.  ;)

I would say that making really large games would be the only reason I could think of that I might consider using RunAGSGame.

SpacePaw

Show me an ags game...no wait...any adventure game THAT large...

EnterTheStory (aka tolworthy)

Quote from: SpacePaw on Sat 27/03/2010 02:13:37
Show me an ags game...no wait...any adventure game THAT large...

Keep checking EnterTheStory.com. By next month the combined game will be nearly 800 MB, 240 rooms and 4 stories.  I'll pass the gigabyte barrier at the end of this year, and should pass the 1000 room barrier in about four years. I'll be adding another story (averaging forty rooms and 150 MB of content) every four months for at least the next twenty years. You ain't seen nothin' yet. :)

ThreeOhFour

Quote from: Vince Twelve on Fri 26/03/2010 19:03:34
Normally, when people say stuff like that on these boards, they are thirteen year olds who are full of crap. (Where's that thread with the guy going nuts about his RPG with thousands of monsters, each with their own AI and thousands of rooms, etc?)  But with tolworthy, you know he's on level.  ;)

I would say that making really large games would be the only reason I could think of that I might consider using RunAGSGame.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=2657.msg33702#msg33702

I still read it again every now and then just for a good laugh  :D

Dualnames

Quote from: SpacePaw on Sat 27/03/2010 02:13:37
Show me an ags game...no wait...any adventure game THAT large...

Actually SSH posted about QFQ2 actually reaching the limits in AGS. Tolworthy, can you see the statistics of your game/s and print screen and show them for us? I'm pretty curious.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

EnterTheStory (aka tolworthy)

#16
Quote from: Dualnames on Sat 27/03/2010 12:03:16can you see the statistics of your game/s and print screen and show them for us? I'm pretty curious.
No problem!

Les Miserables:
---------------------------
Total sprites:   4713 / 30000
Sprite folders:   55
Total views:   469
Total GUIs:   26
Inventory Items:   2 / 300
Characters:   300
Dialog topics:   1 / 500
---------------------------
The Divine Comedy:
---------------------------
Total sprites:   4212 / 30000
Sprite folders:   181
Total views:   470
Total GUIs:   28
Inventory Items:   2 / 300
Characters:   300
Dialog topics:   1 / 500
---------------------------
Genesis of The Gods:
---------------------------
Total sprites:   3103 / 30000
Sprite folders:   171
Total views:   470
Total GUIs:   32
Inventory Items:   2 / 300
Characters:   300
Dialog topics:   1 / 500
---------------------------
A Tale of Two Cities (not finished)
---------------------------
Total sprites:   2432 / 30000
Sprite folders:   136
Total views:   470
Total GUIs:   30
Inventory Items:   2 / 300
Characters:   178
Dialog topics:   1 / 500
---------------------------
and of course the bookshelf front end:
---------------------------
Total sprites:   91 / 30000
Sprite folders:   12
Total views:   20
Total GUIs:   8
Inventory Items:   2 / 300
Characters:   103
Dialog topics:   1 / 500
---------------------------
Combined total for the game world so far (if my adding is right):
---------------------------
Total sprites:   14551 / 30000
Sprite folders:   555
Total views:   1899
Total GUIs:   124
---------------------------

File sizes:
124MB
150MB
168MB
80MB (so far)
19MB
Music.vox: 145MB
total 689MB

Number of rooms:
81
44
46
41
1
total:
213

Notes:
There will be some duplicate characters between games of course. My goal is to get a complete cast of reusable fully animated characters, a kind of "Kings' Men" or "Mercury Theater," to star in future games.

A couple of future games will have hundred of rooms (e.g. games based on caves or oceans) but generally I expect the number to go down due to re-use. Although games currently only have 40 or so rooms, some rooms are 3000 pixels wide.

I don't use an inventory: the whole world is the inventory. Any character from any game can interact with any character or hotspot in any other game.

It took ten years to finish the first game, 8 months to do the second, 5 months for the third, and the current one should take 3.5 months. The increase in speed is due to the learning curve, and re-using resources. I estimate that by the end of this year I should be able to produce a new story every two months. I expect the game to expand by another 600 Mb in the next 12 months, then maybe 400MB a year thereafter, resulting in a final size of something like 8GB, 3,000 rooms and 100 complete stories by 2030. So far I'm on track. :)

RedTalon

Website:
www.redtalongames.com
Twitter:
www.twitter.com/redtalongames

Dualnames



Well, can't top that. Can't even reach that. At least I win in inventory items (:P)
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

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