The cup shows up in my portrait loop

Started by Elessar, Thu 21/02/2008 02:09:42

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Elessar

I've made a portrait loop of 24 sprites, so it uses loops 0 & 1 of the view. However, if I have the character say a decent sized sentence, the whole animation cycles through, and the blue cup shows up before repeating the loop. I tried checking if it only happened the first time the cycle repeated by making a really long string of rubbish for the character to say. The results were that the cup chowed up the first time, and then didn't show up again until nearly the end of the long speech.

Any clue what may be going on?

GarageGothic

#1
If you deselect the "Run next loop" box, so only loop 0 runs, do you still get the problem? 24 frames is a lot for a talking loop, so I guess there could be a glitch when using multiple loops. But it would surprise me if nobody tried it before. AGS 3.0 doesn't have any frame limit per loop, so you might give that a try if it's really the case.

Have you set a BlinkingView for the character? If so, what does it contain?

Elessar

Quote from: GarageGothic on Thu 21/02/2008 02:22:32
If you deselect the "Run next loop" box, so only loop 0 runs, do you still get the problem? 24 frames is a lot for a talking loop, so I guess there could be a glitch when using multiple loops. But it would surprise me if nobody tried it before.
If only loop 0 runs, then the problem disappears, and adding loop 1 brings it back again.

Quote from: GarageGothic on Thu 21/02/2008 02:22:32Have you set a BlinkingView for the character? If so, what does it contain?
Yes, it has three sprites in it.

Quote from: GarageGothic on Thu 21/02/2008 02:22:32AGS 3.0 doesn't have any frame limit per loop, so you might give that a try if it's really the case.
Importing it into AGS 3.0 gives the following error when the cup usually shows up:

Code: ags
---------------------------
Illegal exception
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An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004FAC13 ; program pointer is +24, ACI version 3.00.1000, gtags (22,70)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


Putting all the sprites into one loop in AGS 3.0 eliminates the problem.

GarageGothic

#3
Hmm, if using multiple loops for a talking animation actually makes the game crash in AGS 3.0, you should really report this to CJ. It sure sounds like the shift from loop 0 to loop 1 causes the problem, so if nothing else, it ought to be mentioned in the manual.

Edit: Oh, I see you did :)

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