Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Side Scroller Help
Goto page Previous  1, 2, 3, 4
 
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP!
View previous topic :: View next topic  
Author Message
Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Mar 23, 2009 8:36 am    Post subject: Reply with quote

TwinHamster wrote:
A game-freezing bug has appeared and I'm trying to read the script-debug, but can't quite interpret very well due to its outdated wiki page.


I will bet you a dollar that the freeze you are seeing now and the crash you were seeing earlier have the same cause. Since this is an engine bug, script debug mode isn't gonna help.

Have you changed all your animation code to use "replace _ sprite" instead of freeing and reloading?

How much are you still using "free sprite"?
Back to top
View user's profile Send private message Send e-mail Visit poster's website
TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Mon Mar 23, 2009 8:47 am    Post subject: Reply with quote

James Paige wrote:
TwinHamster wrote:
A game-freezing bug has appeared and I'm trying to read the script-debug, but can't quite interpret very well due to its outdated wiki page.


I will bet you a dollar that the freeze you are seeing now and the crash you were seeing earlier have the same cause. Since this is an engine bug, script debug mode isn't gonna help.

Have you changed all your animation code to use "replace _ sprite" instead of freeing and reloading?

How much are you still using "free sprite"?


The freezing problem was actually the bad loop in the script that was activated at the wrong moment and has since been resolved.

I have also replaced all of the container mess with the simpler sprite functions and have no need for free sprite anymore.
Back to top
View user's profile Send private message Send e-mail AIM Address
Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Mar 23, 2009 12:22 pm    Post subject: Reply with quote

TwinHamster wrote:
James Paige wrote:

I will bet you a dollar that the freeze you are seeing now and the crash you were seeing earlier have the same cause. Since this is an engine bug, script debug mode isn't gonna help.


The freezing problem was actually the bad loop in the script that was activated at the wrong moment and has since been resolved.


Oh! I stand corrected. Your dollar has been sent.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Mar 24, 2009 2:14 pm    Post subject: Reply with quote

Uh...Saving and Loading scripts.

I thought they'd be relatively simple to implement, but I'm being proved pretty wrong.

My save script stores the hero's current map and location coordinates in global variables (Even though the save file should already know these) and calls 'save in slot (1)'.

The load script is the main problem, however.
So far, I've only got:
Code:

Plotscript, load-game, begin

load from slot (1)
teleport to map (Load-map, Load-x, Load-y)
hero-x := Load-x * 200
hero-y := Load-y * 200

do game
gameover

end


I've tried calling this plotscript as a special 'load-game plotscript' and through menu selection, but after placing a couple of 'show value(n)' to see how far the script goes, it seems that it isn't run at all.
Back to top
View user's profile Send private message Send e-mail AIM Address
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Mar 24, 2009 2:18 pm    Post subject: Reply with quote

TwinHamster wrote:
I've tried calling this plotscript as a special 'load-game plotscript' and through menu selection, but after placing a couple of 'show value(n)' to see how far the script goes, it seems that it isn't run at all.


"Load game plotscript" is the one that's triggered when you load a game. You need this set up in your new game plotscript.

Note that "load from slot" will restart the game.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Mar 24, 2009 2:44 pm    Post subject: Reply with quote

Moogle1 wrote:
"Load game plotscript" is the one that's triggered when you load a game. You need this set up in your new game plotscript.


I figured that if I had all of the global variables and tags saved, then I could just re-initialize the game with the new positions and such after calling 'load from slot'?

Quote:
Note that "load from slot" will restart the game.


So would it just be better to use a series of 'import globals (slot, first, last)' ?

[edit]
import globals works pretty neatly.
Is there a clean way to import tags too?
Back to top
View user's profile Send private message Send e-mail AIM Address
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Mar 24, 2009 3:40 pm    Post subject: Reply with quote

That script ought to infinite-loop if it was set as the loadgame script. For the probable reason that it didn't (and didn't run at all), see 'Why don't my special plotscripts work?'

Yo'll just have to save the tags in globals. That's assuming that loading a saved game normally really isn't what you want.

WARNING: importglobals and exportglobals only work on globals 0-1024 at the moment. Someone forgot to update them.
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Mar 24, 2009 4:08 pm    Post subject: Reply with quote

The Mad Cacti wrote:
WARNING: importglobals and exportglobals only work on globals 0-1024 at the moment. Someone forgot to update them.


Can you actually use that many variables? o_o
1024 seems like an impossibly high number of global variables for me at this point.
Back to top
View user's profile Send private message Send e-mail AIM Address
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Mar 24, 2009 4:19 pm    Post subject: Reply with quote

Yes, definitely.

Anyway, here's what I did for Timpoline. There are other ways, like you mention.

Code:
plotscript, load game, begin
  do game
  game over
end

plotscript, new game, begin
  initialize
  do game
  game over
end

script, initialize, begin
  if (save slot used(1)) then (
    load from slot(1)
  )
end


So when you start a game, it calls [new game], which tries to load a file. If it succeeds, the game starts over with [load game] and bypasses that check.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Mar 24, 2009 4:27 pm    Post subject: Reply with quote

I just ended up going with that first thing you suggested and simply tacked stuff onto 'new game':

Code:

plotscript, new game, begin
   show backdrop (0)
   
   if(save slot used (1))
     then(
    
     wait for menu (open menu (1, false))
     if(checktag(2)==off)then(load-game)
     else(initialize)    
    
     )
     else(initialize)
    
     show map
     wait (1)
     reset palette
     fade screen in
    
     do game
     game over
   end


Where the menu (1) lets you choose whether to start a new game or to continue a saved one.
Since 'load from slot' was giving me a couple troubles, I ended up recalling information through 'import globals' and loops for storing/recalling tags:

Code:

script, save-tags, begin
   variable (tagger)
   
   for (tagger, 3, 19) do(
   if(   checktag(tagger) )
   then(
   write global (200 + tagger, 1)
   )
   else(
   write global (200 + tagger, 0)
   )
   )
   
   end
   
   script, load-tags, begin
   variable (globaller)
   for (globaller, 203, 219) do(
   if(   read global (globaller) == 1)
   then(
   set tag (globaller -- 200, true)
   )
   else(
   set tag (globaller -- 200, false)
   )
   )
   end


Everything is working nicely and I'm surprised I had not gotten to these sooner.

And thanks for those examples!
Back to top
View user's profile Send private message Send e-mail AIM Address
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP! All times are GMT - 8 Hours
Goto page Previous  1, 2, 3, 4
Page 4 of 4

 
Jump to:  
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group