sendy
Processing Plant
Posts: 21
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Post by sendy on Jun 27, 2016 1:30:53 GMT
Hi, here is my game so far, made in 3.0: It's nearly finished, but I wanted to add a few more rooms. I certainly have the memory, but now I find that if I add or remove anything significant (sprite placements in particular), my AY sounds get garbled and a room gets filled with random sprites. Deleting unused rooms has the same effect. Luckily the ending and full functionality has all been programmed, so I could seal off the map right now and call it a day (hopefully), but I was wondering if loading the data into AGD v3.5 might allow me to finish the game as intended. Unfortunately, I can't find a version of 3.5 and I don't even know if it will load and fix the problems with my 3.0 game. I do know that my latest snapshot has no corruption issues, I've snapshotted after literally every edit for the entire project, so I'm somewhat covered. Could anyone suggest a way to obtain 3.5, or tell me if it will load 3.0 files? If not, I guess, expect a new game release soon It's called Trundle's Trials. Thanks in advance, Sendy
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Post by alessandro on Jun 27, 2016 22:03:45 GMT
PM sent.
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Post by andrewvanbeck on Jun 28, 2016 8:35:43 GMT
At least you've got those snapshots - I think a few of us have lost projects to corruption. I'm not sure how possible it would be to recover the project, but regardless you should finish it, it looks like you've put in a ton of work and it looks good... maybe best to just finish it off and get started on the next one, rather than adding more to it. IMO the game looks pretty big as it is, is that 30 screens? - that's quite a lot for an AGD game.
At least the next version of AGD is PC based, so there should be much less chance of things messing up... I do wish Mr.Cauldwell would release something though, it's been at least a year since we had a new version to play with.
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Post by alessandro on Jun 28, 2016 13:45:12 GMT
IMO the game looks pretty big as it is, is that 30 screens? - that's quite a lot for an AGD game. Cronopios Y Famas spans across 35 screens But yes, that map looks large.
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sendy
Processing Plant
Posts: 21
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Post by sendy on Jun 28, 2016 14:27:00 GMT
Thanks! There are 27 screens, I added 3 screens of empty sky at the top left which are "implied" by the layout but don't actually exist. It's just to make the map look nicer. I am suprised I got that many screens to be honest. I crammed a lot of features into the game, including a scoring system that encourages speed and strategy. Alessandro, thanks for sending me V3.5 - sadly, the game loads into it, but crashes the moment I try to do anything. So I guess I'll just release. I have tried saving my game out to a .tap, and it works! Only, the AY sound FX are gone (probably because the emu is loading in 48k mode) and when you lose the game, it quits to basic. If anyone could help me sort this out, we can get this thing published and I can move on to the sequel Thanks!
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sendy
Processing Plant
Posts: 21
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Post by sendy on Jun 28, 2016 14:29:42 GMT
One thing about how I made this game - it was originally just me testing the editor. I didn't know how the screen data is stored based on horizontal repetition, something I worked out later, so I filled the levels with a lot of visual detail. If I'd have held back a bit more, I could have probably made the game bigger. But as it happens I'm really pleased with how it looks.
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Post by alessandro on Jun 28, 2016 18:45:41 GMT
Alessandro, thanks for sending me V3.5 - sadly, the game loads into it, but crashes the moment I try to do anything. So I guess I'll just release. I have tried saving my game out to a .tap, and it works! Only, the AY sound FX are gone (probably because the emu is loading in 48k mode) and when you lose the game, it quits to basic. If anyone could help me sort this out, we can get this thing published and I can move on to the sequel You are welcome mate. Could you please send me a snapshot of the game within AGD, so that I can see if I can do something about that issue before you release it?
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sendy
Processing Plant
Posts: 21
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Post by sendy on Jul 1, 2016 21:15:42 GMT
I've rewound my progress to the point before the corruption, and have got everything perfect. Now I'm noticing that if I don't do certain things, I can maybe add some more rooms. I'll post an in-engine version online soon before I try to get help making a finished product.
EDIT: Added 4 extra rooms which make the map less linear. Got the memory down to 3650, constantly checking everything for corruption. It seems as long as I don't add any code, I'm good for now. I'm not going to push it too far, though.
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