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Messages - happyturk

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1
Mega Tokyo AGI Archive / Re:W00t. Demo be done.
« on: September 03, 2002, 09:49:09 PM »
Okay. There were a -lot- of bugs in the first release of that demo, and a lot of things I simply forgot to add. The version up as of now is 'fixed' for the moment. It's not a big difference, but a little external testing will do wonders...

2
Mega Tokyo AGI Archive / Re:Voodoo Girl Alpha Release!
« on: September 02, 2002, 02:02:11 PM »
Awesome job; most of the functionality bugs that were present in the last demo have been cleared up and this plays very smoothely now. But I'd say the most endearing aspect of it is its unique look and feel- and unlike most 'experiemental' graphics styles, this is very clean.

And I envy your near-completed state.  Can't wait to see a final.

3
Mega Tokyo AGI Archive / Re:W00t. Demo be done.
« on: September 02, 2002, 01:57:17 PM »
..wow. This is high praise. Not entirely deserved in my opinion, but it was still nice to wake up to.

Yes, I'm working on expanding the vocabulary, though I would say it's probably more responsive than most games in 'demo state' out there. Still needs more. Arrgh, perfectionism.

Needs more sound, too, and I'm working on finding a good midi composer so that I can work on that.

As for the puzzles and difficulty level, that's something I'd definitely like feedback on. Because it's hard to perceive how easy/difficult a puzzle set is when you're writing it and know each piece of it intrinsically. Sort of lose the big picture in the details. I tried to make them not -easy-, but intuitive at least, and there are clues both visually and in the various things you can look at, but again, I've lost sight of the end result.

And yeah, the rest of the game should come faster now that I finally figured out how to use picedit effectively; for the longest time, I had no idea that it was basically saving a list of instructions, and that you could go back and edit them and keep the ones after. It's now much easier to use, but that's obvious.

Anyway, thank you all for the feedback!

4
Mega Tokyo AGI Archive / W00t. Demo be done.
« on: September 02, 2002, 01:05:56 AM »
No idea how I managed to work up the motivation to pull this together in two days, when it's been sitting in an almost-finished-but-untouched state for months, but the first version of the demo of my game is... done.

o_o

H'okay, yeah. Anyway. The webpage is at http://www.sentai.org/~happyturk/tq.htm

It was basically the idea of... take the end of my favorite RPG and give the spotlight to the minor villians who never got a voice or half an chance in the original game. It's not necessary to be familiar with the game to play it through, but it helps to appreciate the development. There are some summary files on the webpage, several downloads, and screenshots.

Here's hoping all that work(and all the pestering I've done on here) have been worth it. And here's hoping I eventually finish it.

You guys rock.

5
Mega Tokyo AGI Archive / Re:Memory Management Issues
« on: September 01, 2002, 09:23:18 PM »
I appreciate the input, and I'll remedy those first two issues to prevent unpredictable behavior in future.

As for the view switching... I attempted to have it erase the objects on each switch and redraw them all; this is obvious an inelegant solution at best, brute force doomed to overflow the buffer at worst, and it did.

So.

What I ended up doing was simply drawing the static views on the screen, and loading all of the animations into one view as seperate loops. One object that moves from position to position and switches loops as need be. Not sure why it didn't occur to me before.

I will analyze this code you've provided though, because as with any programming language, this is as much about how to think correctly as it is about how to get it to do what you want.

6
Mega Tokyo AGI Archive / Re:Bug fix
« on: September 01, 2002, 06:42:07 PM »
Yeah, what's happening is that it's seeing:

if(posn(o0,35,104,140,120)) {
     set(f103);
   }
else {
     print("My text.'");
   }

And if it's not near the person in that third if statement, no matter whether it's near any of the others, it's going to the else and returning the message.

It'd be nifty if AGI had an 'else if' to go with the if and else; things like this would be a lot simpler. But you can either use returns as said, or just nest the if statements to simulate an 'else if':

if(said("talk","man")){
 if(posn(o0,50,125,65,137)) {
   set(f100);
 }
 else {
    if(posn(o0,5,115,20,140)) {
      set(f101);
      }
    else {
      if(posn(o0,106,126,124,145)) {
        set(f102);
        }
      else {
         if(posn(o0,35,104,140,120)) {
           set(f103);
           }
         else {
           print("My text.'");
           }
        }
     }
  }
}

7
Mega Tokyo AGI Archive / Re:Memory Management Issues
« on: September 01, 2002, 04:24:13 PM »
Trouble is, it's distinctly the discard.view() commands that are causing the freeze. Becausde if I comment them out and just switch views without discarding them, it eventually runs out of memory(when attempting to go from the 3rd to the 4th icon) but it at least moves from icon to icon without spazzing out or freezing.

Very odd.

8
Mega Tokyo AGI Archive / Re:Memory Management Issues
« on: September 01, 2002, 11:20:24 AM »
I figured I'd make two sets of views. 25-28 remained animated, and 31-34 became the static counterparts. When one is selected, it's switched to the animated view and the old one is switched back to the static view, the animated view discarded. That way, only two animated views at most had to be on the screen at once:

if (f5) {
 v120 = 3;
 load.pic(v120);
 draw.pic(v120);
 discard.pic(v120);
 set.horizon(50);
 status.line.off();
 prevent.input();
 program.control();
 animate.obj(o1);
 animate.obj(o2);
 animate.obj(o3);
 animate.obj(o4);
// start the 1st icon with its animated view, the others with the static
 load.view(26);
 set.view(o1,26);
 load.view(31);
 set.view(o2,31);
 load.view(33);
 set.view(o3,33);
 load.view(34);
 set.view(o4,34);
 position(o1,46,85);
 position(o2,82,85);
 position(o3,46,142);
 position(o4,82,142);
 set.loop(o1,1);
 draw(o1);
 draw(o2);
 draw(o3);
 draw(o4);
 v121=1;
 show.pic();
 end.of.loop(o1,f120);
 set.key(0,66,c41);
 set.key(0,68,c40);
 display(22,1,"Press f8 to select, f10 to confirm.");
 }
if (f120) {
 player.control();
 }
if (controller(c41)) {
 if (v121 == 4) {
// load up o4's static view 34, get rid of animated view 28, and load and assign o1's animated view. The same follows for the rest.
   load.view(34);
   set.view(o4,34);
   discard.view(28);
   load.view(26);
   set.view(o1,26);
   set.loop(o1,1);
   force.update(o1);
   force.update(o4);
   end.of.loop(o1,f121);
   v121=1;
   }
 else {
   if (v121 == 3) {
     load.view(33);
     set.view(o3,33);
     discard.view(27);
     load.view(28);
     set.view(o4,28);
     set.loop(o4,1);
     force.update(o3);
     force.update(o4);
     end.of.loop(o4,f121);
     v121=4;
     }
   if (v121 == 2) {
     load.view(31);
     set.view(o2,31);
     discard.view(25);
     load.view(27);
     set.view(o3,27);
     set.loop(o3,1);
     force.update(o2);
     force.update(o3);
     end.of.loop(o3,f121);
     v121=3;
     }
   if (v121 == 1) {
     load.view(32);
     set.view(o1,32);
     discard.view(26);
     load.view(25);
     set.view(o2,25);
     set.loop(o2,1);
     force.update(o1);
     force.update(o2);
     end.of.loop(o2,f121);
     v121=2;
     }
   }
 }
if (controller(c40)){
 if (v121 == 1) {
   new.room(3);
   }
 if (v121 == 2) {
   accept.input();
   status.line.on();
   set(f115);
   new.room(29);
   }
 if (v121 == 3) {
   restore.game();
   }
 if (v121 == 4) {
   quit(0);
   }
 }
return();

And now, when I load it up, if I hit f8 to go to the second icon the entire screen goes one color with various random streaks of others, and it freezes.

So, any help would be appreciated. I'm mostly just befuddled as to why the original code stopped working, memory-wise, since it worked for so long before and no major changes were made. Mmf.

9
Mega Tokyo AGI Archive / Re:Memory Management Issues
« on: September 01, 2002, 11:15:06 AM »
Okay, need to do this in two posts.

I don't really know how to do a code box, but here.

What I was originally doing was to have views 25-28 be four icons on the screen, each with two loops. One static, one animated, so that when one is selected, it animates and the previous one goes back to being static. Code:

if (f5) {
 v120 = 3;
 load.pic(v120);
 draw.pic(v120);
 discard.pic(v120);
 set.horizon(50);
 status.line.off();
 prevent.input();
 program.control();
 animate.obj(o1);
 animate.obj(o2);
 animate.obj(o3);
 animate.obj(o4);
// 25 - 28 are the icon views
 load.view(26);
 set.view(o1,26);
 load.view(25);
 set.view(o2,25);
 load.view(27);
 set.view(o3,27);
 load.view(28);
 set.view(o4,28);
 position(o1,46,85);
 position(o2,82,85);
 position(o3,46,142);
 position(o4,82,142);
 set.loop(o1,1);
 draw(o1);
 draw(o2);
 draw(o3);
 draw(o4);
 v121=1;
 show.pic();
 end.of.loop(o1,f120);
 set.key(0,66,c41);
 set.key(0,68,c40);
 display(22,1,"Press f8 to select, f10 to confirm.");
 }
if (f120) {
 player.control();
 }
if (controller(c41)) {
 if (v121 == 4) {
// set object four from its animated loop 1 to static loop 0 and set object one to its animated loop 1, same in the rest.
   set.loop(o4,0);
   set.loop(o1,1);
   end.of.loop(o1,f121);
   v121=1;
   }
 else {
   if (v121 == 3) {
     set.loop(o3,0);
     set.loop(o4,1);
     end.of.loop(o4,f121);
     v121=4;
     }
   if (v121 == 2) {
     set.loop(o2,0);
     set.loop(o3,1);
     end.of.loop(o3,f121);
     v121=3;
     }
   if (v121 == 1) {
     set.loop(o1,0);
     set.loop(o2,1);
     end.of.loop(o2,f121);
     v121=2;
     }
   }
 }
if (controller(c40)){
 if (v121 == 1) {
   new.room(3);
   }
 if (v121 == 2) {
   accept.input();
   status.line.on();
   set(f115);
   new.room(29);
   }
 if (v121 == 3) {
   restore.game();
   }
 if (v121 == 4) {
   quit(0);
   }
 }
return();

Now, this worked perfectly, with no issues, until 24 hours ago or so when it started having memory problems. So...

10
Mega Tokyo AGI Archive / Memory Management Issues
« on: September 01, 2002, 06:07:16 AM »
Hokay.

The problem here is that I'm missing a basic understanding of how AGI manages its memory. The specific -issue- is that on the second screen I load, A set of views are supposed to come up to give the option to play the intro, skip straight to the game, restore, or quit, and they -are- rather graphically intensive, but.

It worked before.

That's my main stumping point here- The only thing that's changed since the last time it effectively loaded the views all at once, with no issue, is that I've added a bit of code and two picture files to the tail end of what I have so far. These are not touched between the load of the game and load of screen 2.

Does just the -presense- of added pictures/views/etc reduce the amount of memory the interpreter has to work with? I'd always assumed these things are not a strain on memory until they're called up.

It's calling for 1581 of memory to have them all on at once, with only ~900 available. I attempted to seperate the memory eating loops into a different views so that as they are selected, the view is switched and the animation executed, while the unselected ones sit in low-memory static views, but I can't actually discard the views(causes the game to blitz out into a red mottled screen when I try to select one) so it still wants the same amount of memory.

Any ideas as to how adding elements that will not be loaded runtime until -after- this selection screen could make it run short on memory? I've had this happen before, and futzed with it until it was fixed, but I really -don't- want to cut corners on this one.

11
Mega Tokyo AGI Archive / Re:Strange error message
« on: August 12, 2002, 05:45:06 PM »
....yes.

That explains it exactly. I feel like an idiot. >_<;

Thank you. I'm glad it was something simple to fix, at least.

12
Mega Tokyo AGI Archive / Strange error message
« on: August 12, 2002, 03:27:32 PM »
Lately I've been getting an error when I get through the intro and into the playable part of the game I'm writing:

That is the wrong disk. Please insert disk 1 and press Enter. Press Esc to quit.

...and unlike most of the problems I have, I don't even know where to start. I have no idea what could be causing this error when it never happened before- any thoughts?

13
Mega Tokyo AGI Archive / Re:Memory Issues
« on: July 20, 2002, 12:02:11 AM »
I just recently came across this precise problem with the opening cutscene of my game; just as above, too many animated objects on screen for scenery effects, it chokes on one and crashes.

But what's odd is that it didn't used to, and I haven't touched the cutscene since I got it running correctly; the only things that have been added are later in the game, and I suppose this is some aspect of the engine or what-have-you that I'm not familiar with, but I can't see why the memory requirements of that scene would have changed when all that was added are things it hasn't even gotten to yet at that point in the load-up.

What's even more odd is that it's such a severe lack of memory; something like needs 788, has 132. And again, this sequence used to work fine. I'm rather puzzled, but I'll probably eventually figure it out; I'm just adding another account to the thread.

14
Mega Tokyo AGI Archive / Re:AGI Studio Problems
« on: May 01, 2002, 07:35:24 PM »
If it helps narrow it down a bit, I'm on a WinXP Professional box, and I've had no problems. Might have something to do with all the funny limitations/restrictions they put on the Home edition, seeing as they're slowly working at phasing in the dot-net  system, limiting the functionality of unauthorized and individually-written programs(as opposed to those -they- wrote) to run on their systems.

Just a thought.

15
Mega Tokyo AGI Archive / Re:agimouse in Nagi
« on: April 18, 2002, 04:43:50 PM »
Sorry I didn't reply sooner, my connection's been spotty at best. But yeah, I added that code to the appropriate place in logic 0 and it works fine now. Much thanks!

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