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Post by Jonathan Cauldwell on Feb 17, 2013 21:36:16 GMT
Here's version 3.4: rapidshare.com/files/3264790366/AGD%203.4.zipThis update features: - code editor speeded up dramatically - GETRANDOM now works as it should - fixed text messages so text on last line ends up where it should - sprite position editor no longer calls sprite initialisation event As ever, let me know if I've messed anything else up with this update...
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Post by alessandro on Feb 19, 2013 16:28:34 GMT
Unfortunately there seems to be a problem with this release. Every time you press N to go to the sprite position editor, the program tries to load something.
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Post by Jonathan Cauldwell on Feb 20, 2013 19:26:04 GMT
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Post by alessandro on Feb 25, 2013 0:52:24 GMT
Thanks Jonathan, that issue has been fixed. The speeded-up editor is really a welcome addition!
However, GETRANDOM still does not work. Apart from what me and the others already discovered, I now noticed that, when it does manage to return some "varied" values - e.g. with GETRANDOM 7 - they tend to repeat themselves in a set pattern.
For instance, if in one of the two Main Loops you enter something like:
GETRANDOM 7 LET LINE 5 LET COLUMN 25 DISPLAY RND DELAY 20
and you save the game, you will see, each time you load up the saved game, that it will always display the same sequence of numbers.
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Post by Jonathan Cauldwell on Feb 26, 2013 0:52:52 GMT
Yes, it's a quirk of any random number generator. It's pseudo-random, and the standard way of randomising is to set the seed from the clock. However, there's no way of doing this in AGD.
The only thing you can do is use the player's actions to disrupt the sequence. For example, using GETRANDOM whenever the player moves will alter the sequence.
I'll set the random number generator from the clock in version 4.
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