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Messages - Jim C

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1
Mega Tokyo SCI Archive / Re:Buff? Buffy? No, Buffers?
« on: January 12, 2004, 05:24:20 PM »
I had problems with that too. I had to cut down on the number of global print commands in the main script, AND keep an eye on the number of print statements in the room scripts.

2
Mega Tokyo SCI Archive / Re:Need help (Actors)
« on: January 11, 2004, 11:29:38 AM »
I don't know if this is the best way, but what I would do is this:

When a certain condition is met, make the npc walk to the door, make it open, and hide() the npc. Then set a global variable (flag) in main.sc to 1. Then, when the flag is 1, every time the ego walks into the original room, don't initialize the npc. And every time the ego walks into the room the npc walked into, initialize the npc there. Did that make sense?

3
Mega Tokyo SCI Archive / Re:Jim Quest I
« on: December 25, 2003, 09:08:52 PM »
Thanks for the kind words! They did like the gift a lot. Hmm... I'm surprised you had heap space errors. I haven't gotten any of those since I cut down on the code and the animations. I'll see if I can figure out why it's doing that.

4
Mega Tokyo SCI Archive / Jim Quest I
« on: December 25, 2003, 11:43:42 AM »
Jim Quest I is finished, and is ready for download from Chris' AGI site (www.agigames.com), under the SCI fan-made games section. Thanks for checking it so quickly, Chris.

The game was made for some of my friends, so there are a lot of inside jokes in it, but I think (hope?) it will be fun for anyone to play. The graphics aren't the best, but I only had a month to write this game. I believe I took care of most of the bugs, but if anyone finds any, please let me know. Thanks, and have fun!

5
Mega Tokyo SCI Archive / Re:Out of Heap Space
« on: December 21, 2003, 11:01:23 PM »
 :) Kidding aside, I think that's exactly what the problem was. Some of my ego loops were death scenes, and a few of them were way too big. That, along with some extraneous text output (which made my room scripts too big) was causing my heap space errors. I trimmed a lot of the extra stuff down (for instance, I removed every other cel in some of my animations), and now the game works fine. I'll probably have it out for download in a week or two, after I work out a few more bugs. I really appreciate all the help I got on this forum. This game should make a good Christmas present for my friends!

6
Mega Tokyo SCI Archive / Re:Out of Heap Space
« on: December 15, 2003, 08:40:29 PM »
Hi Robin:

I only have 17 rooms. The scripts are all 10-15 kb. I also have 55 views, most of which are < 1 kb, but a few are 5-10 kb and my ego is 60 kb, because it has so many loops. Could that be the problem? The problem may also be inefficient coding, since I'm pretty new to it.

7
Mega Tokyo SCI Archive / Re:Out of Heap Space
« on: December 15, 2003, 04:52:26 PM »
Does anybody know how to fix this problem? My game is just about finished, but it keeps running out of heap space and crashing! I need to get this game done this week before I go home for Christmas...

It's not a very long game, so I don't understand why it keeps running out of memory. It happens after ~ 5 rooms. And it doesn't just happen at one particular spot. If I edit the initRooms script to start the game at a different screen, it still happens after a few rooms. Each individual room works fine, though.

Can anybody help me with unloading resources? I don't know how to do this. Thanks!

8
Mega Tokyo SCI Archive / Re:Multiple Doors
« on: December 14, 2003, 09:33:40 PM »
Ok, thanks. I did a bit of a workaround based on that method, and it works pretty well. I appreciate it, cloudee.

9
Mega Tokyo SCI Archive / Multiple Doors
« on: December 14, 2003, 06:24:44 PM »
Ok, I've spent a long time trying to figure this out. I know this has been covered before, but I still need help with this. I'm trying to have two doors in one room. I have one door which leads to the outside of the house, and another door which leads to a bathroom. The door to the outside has the default door control colors (navy, green and yellow). I made the control colors for the bathroom door: red, cyan, and brown. I wasn't sure whether to declare the change in the initialization of the door or in the door instance, so I tried both. When I put it in the door instance, like this:

(instance bathDoor of Door
 ...
 doorCtrl ctlRED
 roomCtrl ctlCYAN
 doorBlock ctlBROWN
)

the game freezes (showing the hand icon) when I enter the room from the outside. When I put it in the door initialization, like this:

(bathDoor:init()
 ...
 doorCtrl(ctlRed)
 roomCtrl(ctlCYAN)
 doorBlock(ctlBROWN)
)

then I get trapped in the navy control area of the door to the outside when I enter the room.

What am I doing wrong? Thanks in advance.

10
Mega Tokyo SCI Archive / Re:Out of Heap Space
« on: December 14, 2003, 11:05:46 AM »
Hi Brian, I just got this problem too. Could you please explain what you mean by 'unloading resources properly'? Thanks!

11
Mega Tokyo SCI Archive / Re:Proximity of Ego to another actor
« on: December 14, 2003, 12:10:36 AM »
Ah, great! Thanks so much! That's exactly what I needed.

12
Mega Tokyo SCI Archive / Proximity of Ego to another actor
« on: December 13, 2003, 04:42:33 PM »
Hi:

My short game is almost finished! I have a question, though. If I want to be able to give an item to another actor, but only when I'm within a certain distance of him, how do I do it? This other actor can move, so that complicates things a little. I'm sure there's an easy way to do it. Can anyone help?

Thanks!

13
Mega Tokyo SCI Archive / Re:ego and moveSpeed
« on: December 12, 2003, 08:20:33 PM »
It works like a charm! Now my cars don't just crawl across the screen! Thanks, Robin.

14
Mega Tokyo SCI Archive / Re:Projects in motion!
« on: December 10, 2003, 02:10:14 PM »
Ok, so my graphics need a lot of work compared to all of yours...  :-[ but I've spent less than a month on this game so far.

15
Mega Tokyo SCI Archive / Re:Need help with syntax/vocab
« on: December 06, 2003, 09:45:52 AM »
hahahahaha I'm stupid! sorry

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