Post by Jonathan Cauldwell on Nov 8, 2013 16:29:50 GMT
Here's the latest version for the CPC. I'd hoped to do more but as 1.3 is long overdue this release will have to do as it is. Hopefully this version should fix a few corruption issues, but do let me know of any more that arise. If I can recreate them, I'll fix them.
This is since the first version but I kept forgetting to mention it. On the map editor, when you change the room the room number does not appear under the cursor, its on the left. It would also be helpful if perhaps you printed the starting room in a different colour.
I've not really tested the sound before due to the tedious nature of editing them. However I do think they are broken, all I ever hear is clicks. I dont think I'm going to have enough memory in my new game for Arkos Tracker sounds/music.
ESC should cancel on the Save screen. Also maybe the ability to sign variables would be handy, I have to get around this by using 2 variables, one offset higher than the other, to test for less than zero. It was lucky I had one variable left else it would have been a major headache.
Now I'm annoyed. Object 0 has corrupted, but I'm not using that fortunately.
But what really is annoying me is that the events will not display. Just a blank screen. This is really annoying because my game is 99% complete. I played it through to the end, and noticed one issue that needs fixing. For some reason <= and >= doesn't always work. So it doesn't register all the picked up coins to the variable.
And when the game ends, it resets when played outside of AGD. This is not good either. So I feel like I've basically wasted the past 3 days (and a lot more as most of it was copying over stuff from the previous AGD) doing this game. edit: It seems ok when LOAD'ed and called, rather than RUN. I guess this is in the manual, I will figure out a way to read it.
I don't mean any disrespect, I am grateful for what you are doing, and I hope all these issues I keep finding will help you to make it perfect. Its a great tool, and with optimisation (the events in particular eat up memory, surely there is a way to reduce it?) and bug fixing, it will be capable of producing some decent games.
I have a sprite that is spawned in event 0. I have set it up to destroy when it goes off screen, however for some reason this does not always work, and when it wraps, sometimes it crashes the computer.