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Problem with "Skip Title Screen," "game over&

 
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Sun Jul 02, 2006 4:53 pm    Post subject: Problem with "Skip Title Screen," "game over& Reply with quote

Hi folks,

In order to make a fancy-schmancy title screen for my game, I decided to use the "skip title screen" and "skip load screen" general game bitsets to bypass the default screen and go directly to an animated one.

However, whenever the game ends (due to a "game over" plotscript command or simply character death) it skips the title screen and starts a new game. I have been literally unable to discover a way around this infinite restart loop.

Can anybody help me?

Additionally, what are the color value ranges for the RGB components of the colors? I thought that they went from 0-63, but that doesn't seem to be the case.


Thanks,
-B
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Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Sun Jul 02, 2006 5:43 pm    Post subject: Reply with quote

When we created those bitsets, avoiding this infinite loop was one of the main concerns we had. So, we hacked it so that if both bitsets were set, Game should just quit, not start a new game. If it's not doing that, then it's a bug.

As for your other question, yes, it is 0-63. What commands are you using? (remember that tweak palette() is how much to *shift* each colour)
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Mon Jul 03, 2006 8:21 pm    Post subject: Reply with quote

Huh, okay. I changed a large amount of settings and plotscripts and now things are working as expected. I don't know what i did wrong and do not feel up to the task of reworking my tortuous changes...

The colors ended up working, as well. I was simply not gauging the changes correctly.

Hmm...I seem to be having a good bit of trouble with the "autosave" function. I am using the "load from slot(#)" command from an automatically-running new game (done thusly so that I can have a snazzy animated title screen). When I load from a slot with a valid save, running the "last save slot" command always returns a zero (I am running this command from the script that automatically executes whenever a game is loaded). The "autosave" command does not seem to think that the game has ever been saved either, as it always calls the save menu.

This is a crippling problem because there is no real way for me to tell which slot the game was loaded from, precluding me from using the house "autosave" function or scripting my own. Any held would be vastly appreciated.

Additionally, is there any "load menu" command or equivalent? It would be extremely helpful...my scripted alternative leaves a great deal to be desired.
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Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Wed Jul 05, 2006 5:42 pm    Post subject: Reply with quote

Mr B wrote:
Huh, okay. I changed a large amount of settings and plotscripts and now things are working as expected. I don't know what i did wrong and do not feel up to the task of reworking my tortuous changes...

The colors ended up working, as well. I was simply not gauging the changes correctly.


Where I work (Fire Alarm installation/maintenance), it's a running joke that if you take the whole panel apart to find a problem, you will never find it. Also, when you put it back together again, it'll be gone. Raspberry!

Mr B wrote:
Hmm...I seem to be having a good bit of trouble with the "autosave" function. I am using the "load from slot(#)" command from an automatically-running new game (done thusly so that I can have a snazzy animated title screen). When I load from a slot with a valid save, running the "last save slot" command always returns a zero (I am running this command from the script that automatically executes whenever a game is loaded). The "autosave" command does not seem to think that the game has ever been saved either, as it always calls the save menu.

This is a crippling problem because there is no real way for me to tell which slot the game was loaded from, precluding me from using the house "autosave" function or scripting my own. Any held would be vastly appreciated.


Well, the thing is, it hasn't been saved (that session). Whichever slot is loaded has nothing to do with which slot it will be saved in later. If you plan on doing "one game, one save slot", then I'd recommend using a global to keep track of the save slot. So, you would need a script like this:

Code:
#assume that 'the save slot' is defined as a global somewhere
script, new game, begin
  #show title screen
 
  #show the load menu
  variable(slot)
  slot:= load menu(false) #this answers your question
  #the false means to not actually load the game, just return its slot number

  if(slot==-1) then, begin
    #they chose 'quit', so quit we do!
    game over
  end
 
  if(slot==0) then, begin
    #new game
    the save slot:= -1 #mark it as a new game

    #beginning of game script
    real new game
  end, else, begin
    #by process of elimination, we want to load a save game
    load from slot(slot)
  end

end

script, save game, begin
  #call this to save the game

  if(the save slot==-1) then, begin
    variable(slot)

    slot:= save menu(false) #same as load menu
    if(slot==0) then, begin
      #they chose 'cancel', so do nothing
      #this if block can probably be ommited
    end, else, begin
      #by process of elimination, we want to load a save game
      the save slot:= slot #set the global here, and it'll be saved in the next line
      save in slot(slot)
    end
  end, else, begin
    #they've already saved once, remember the slot
    save in slot(the save slot)
  end
 
end




Mr B wrote:
Additionally, is there any "load menu" command or equivalent? It would be extremely helpful...my scripted alternative leaves a great deal to be desired.


Yup. See my script (although load menu is only in the nightly versions)
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Sun Jul 09, 2006 8:39 pm    Post subject: Reply with quote

Oh wow. That's great.

I ended up scripting my own load menu (to have 10 possible slots instead of 4), and it seems to be working decently (did I just provoke the gods?). That fire alarm premise is bound to jump in sooner or later.

I guess my perception of how "last save slot" worked was defective. I thought that it was a variable saved in the data of each slot. It's actually a program variable that records the most recent value in the program's current execution, no matter the particular slot involved...right?

What I ended up doing was saving a global in each slot that refered to its own slot. When I load a game I first import that global and save it to a global in slot #1. When the "load game" script executes, it imports that global from slot #1 and then custom autosaves it in whichever slot the value refers to.

I just realized that this might throw an almighty curveball for the game in slot #1, which might explain why it hasn't been deleting correctly...

Thank you very much..!
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