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Post by egotrip on Aug 6, 2013 20:57:33 GMT
Here's some issues I've noticed while creating my game.
1: I cannot ESC from the game (it only lets me when run within AGD). How do I ESC it back to BASIC, ditto when you die or complete?
2: On the far left of the screen, the sprite becomes garbled. You can see this in action on the second screen, move the bug to the far right tile and move it up and down.
3: The sound feature is a real bitch to use, it takes forever to scroll through the values so I didn't bother in the end, opted to use interrupt driven music. Is it possible to enter values in directly, or at least have some way of going through the values faster, ie pressing one key +/-10, another +/-100 etc?
4: Is there a way to find out if the game was completed or not? I realise theres a topic for the ZX version, but I need to know the CPC-specific answer. Also related, is there a way to access the final score from BASIC (assuming point 1 is addressed)?
5: Objects. Some objects disappeared when I picked up other objects (all coins). (There are two culprits on room 4, one of which disappears when coin(s) are collected from room 3, I placed them at the same location so they will cancel each out. If a coin appears seemingly at random there you'll know this bug is in play)
Thanks for your time.
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Post by Jonathan Cauldwell on Aug 8, 2013 16:38:24 GMT
ESC is only enabled in the editor so you'll have to program any quit actions yourself. If you'd prefer AGD to exit to BASIC at the end I'll look at putting that in.
I'll investigate the other issues too.
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Post by egotrip on Aug 9, 2013 9:39:20 GMT
Thanks for the reply. How do I do it?
Is there a list of supported keys and their values? I still think being able to define your own keys is a better idea than just joystick.
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Post by Jonathan Cauldwell on Aug 31, 2013 12:34:15 GMT
Just to let you know, I'm still looking into this.
I've sorted the escape-to-BASIC and the sprite corruption. I'll include a couple of extra keys in the sound editor to increment or decrement the tone in steps of 50; I've just tried this out in the Spectrum version and it speeds things up considerably.
I'll document the addresses to PEEK for the score and success/failure in the next release.
I'm stumped on the question of the objects. Were you trying to collect an object from outside a sprite event perhaps? I'm clutching at straws a bit.
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Post by egotrip on Sept 1, 2013 0:08:26 GMT
Thanks for this.
I think that object bug might be related to the bug (if it is a bug) when if theres an object on the same position of the next screen you are exiting the current screen from, it collects it. I fixed it by moving sprites around.
I've been running into loads of problems, completely random crashes, to the point I've given up trying to finish them. I've got 2 different games and they are both doing it, and I've not managed to work out why.
Problem 2 in the OP is actually very problematic. It does crash the computer at times, so glad this is fixed.
Could you also document the remaining lives address when the game is completed too please?
Did you check my topic with suggestions?
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Post by Jonathan Cauldwell on Sept 6, 2013 22:10:18 GMT
So you move from one screen to the next and the object is collected from the sprite's last position on the previous screen... that makes sense, objects are detected at the point where the sprite was last drawn. The alternative would be to check for an object where the sprite is to be drawn next, so I'll make that change.
Unfortunately, I can only look into random crashes when I can recreate them.
I'll document the remaining lives address too. Hopefully there'll be a release in the next few days.
Finally, I checked the other thread. I can't promise anything, but I always have a think about ways to implement suggestions.
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