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Messages - bx83

#1
Probably mine is overkill, I wasn't sure what to put to begin with. I'll experiment with smaller numbers.  ;)
#2
Mistake in my programming of code run by the engine; or an error in the engine? I don't quite understand.

Changed sprite cache size to 2048MB/2GB and Texture cache size as 1024MB/1GB; it instantly works :P problem solved, thankyou very much!
#3
1. Yes.
2. One loop, about 8 frames.
3. Regular object, no dynamic chicanery going on.


It's an object called oSmoke. It has always worked. It's a few frames of animation. It was produced in Photoshop and is high quality full colour images with transparency/alpha channel. I've checked the options, there's support for high quality images.

It all seems to be in order, but I don't know if I'm getting something tiny wrong.

How do I get the dump file and EXE to you?
#4
I've once again gone back to completing my loooooong overdue game. I've tracked the problem down to an error which happens in room 301, the title screen. At first it was working, then something somewhere changed, now it's throwing this error:

Code: ags
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00421C10; program pointer is +32, engine version 3.6.2.11, gtags (9762,241)

Please help. I have the associated dump file.

Seems to be an error inbetween the room_Load() and room_AfterFadeIn() functions:

Code: ags
function room_Load()
{
  cJulius.Transparency=100;
  gIconbar.Visible=false;
  cJulius.x=2000;
  cJulius.y=2000;
  mouse.Visible=false;
  
  object[0].Transparency=100;
  object[1].Transparency=100;
  object[2].Transparency=100;
  object[3].Transparency=100;
  object[4].Transparency=100;
  
  object[6].Transparency=100;
  object[7].Transparency=100;
  object[8].Transparency=100;
  
  bool AreSaveGames=false;
  for (int cnt=1;cnt<=50;cnt++) {
    if (File.Exists(String.Format("$SAVEGAMEDIR$/agssave.%03d.lociv",cnt))) {
      AreSaveGames=true;
      break;
    }
  }
  
  BlockStartMenuLoadButton=!AreSaveGames;
  
  oSmoke.SetView(345); <-- exception here, or
}


function room_AfterFadeIn()
{
  oSmoke.Animate(0, 2, eRepeat, eNoBlock, eForwards); <-- here, or
  FadeInControls_startup();  <-- here, depending on the compiler's mood
  mouse.Visible=true;
}
#5
Ladies and Gents,

I have an old game with ~200 gigabytes of code and resources. I'm wanting to recompile and run it - with the original editor, original version of windows, etc. For one reason or another, I've lost track of the game. Entirely. I don't know what editor it used.

I've used a hexeditor to find the following info in Game.agf, Block AA-F9:

<AGSEditorDocument Version="3.0.3.2" VersionIndex="27" EditorVersion="3.5.1.11">

I assumed this to mean version 3.5.1.11 of the AGS editor was used to make it.

I went to the editors and engines download page (https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/)
and grabbed version 3.5.1 patch 11.

However, the file downloaded was 3.5.18-P11, and when installed, this info was echoed in it's 'Help->About...' window: "AGS Editor .NET (Build 3.5.1.18)."

How do I actually figure out which version of the downloadable editor to get so it doesn't "upgrade" and do damage to my game? or just say "wrong editor version"?  :confused:
#6
You can easily set a walkable area on or off (restore/remove walkablearea); and you can check to see that the area you're on is walkable area ID <whatever>, but how do you get the *status* of a walkable area?
Eg. if (WalkableAreaStatus(3)==false)  <-- checks if walkable area 3 is not active
#7
Fixed - it was to do with the VM path issue.
#8
acsprset.spr is in the same folder as the Game.agf, and is 434kb.
All games work except this one.
#9
Got the latest version of AGS (3.5.1.11) and set it up; didn't work for tilerpg. Tried downloading again, and this time opening with winRAR; didn't work for tilerpg.
Anyone had a similar story or am I, as usual, the only one? :/
#10
Got the file okay, but it says the acsprset.spr is corrupt, so I can't open the project.



What version of ags are you running?
#12
I'm thinking of creating a map, visually represented with static tiles, and programmatically with a 2 dimensional array with a bunch of integers representing different tile types.
How might I put graphics on the screen with the following loop:
1. find the next tile on the map from a level description - it's a tile type 55
2. find the type 55 tile graphic in your tile sheet
3. copy+paste the tile from your tile map to the screen
4. move cursor; get the next tile description from the level file (now it's type 120)
?

And ps, anyone know of any pre-done tile-sets, or tile engines?
#13
I want to create a version of Nethack. How complex is tile-based games? We’re talking:
-a small map of where we’re at
-commands through a simple command window
-movement through numberpad

How possible is this?
#14
Well I think I cracked it...
In game-setup, I used to have some options turned off; now they're turned on. Everything's fixed and the slowdown has disappeared completely!
So either:
1) I had shitty options, which are now fixed by trial and error
or
2) some bit of config crap was wiped away, this hidden error is now overwritten with new options and corrected, and all is merry :)

So another bizarre ending to a problem posted by me.

Here are the game options I remeber changing:

#15
What graphics card?
#16
Have a look at the trailer in the northern village (travel upwards at the the crossroads). This room has a large sprite, and major slowdown.

What kind of PC do you have?
#17
Okay, but it’s the fixed version…

Go to my ad in AGS Games in Production, download demo there.
‘Lost on Cow Island’

https://www.adventuregamestudio.co.uk/forums/index.php?topic=57420.0

Go into cave; use knife with flowers by the lake; use it again with flowers, yielding sap; go out to beach, use sap on quicksand; keep walking left until you reach the outside of Dark Seeds; go inside.

For an older version of the demo with slowdown, go to:
https://bluekeystudios.com/filez/hsUfu7234rth/ohHQj7g-10B5.rar
#18
Possibly it was some crap left over from a previous version; I’ve had the game upgraded every version from like 3.4.Whatever was popular in 2017. I can send you the room if you want? It’s still untouched in the main version, this was all done in the demo version.
#19
Reduced size - frame rate is up to 40/sec :)
#20
Another interesting thing is that this game runs fine (no slowdown) on Mac, when compiled with 3.5.1.8 Mac engine (also running opengl).
But when run on an emulator OR on a genuine PC, this sort of slowdown happens in 2 rooms.
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