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Post by Jonathan Cauldwell on Apr 17, 2013 19:07:54 GMT
Here's a new version with a critical bug fix to the palette editor, plus the ability to load saved a game from disc to continue working on it. rapidshare.com/files/716193627/AGD1.1.zipA word of warning: don't load a file created with version 1.0 into this one, it won't work. If you spot any bugs, let me know and I'll try and fix them as quickly as possible. I'll look into adding extra features sometime after the next Spectrum update.
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Post by egotrip on Apr 17, 2013 21:41:43 GMT
Thanks for this. Will play around with it and hopefully this build is stable enough to get something working.
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markpalmer
Cold Store
B integer out of range
Posts: 6
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Post by markpalmer on Apr 18, 2013 10:11:02 GMT
Thanks indeed! I'm also tinkering with it and will provide feedback if needed.
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markpalmer
Cold Store
B integer out of range
Posts: 6
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Post by markpalmer on Apr 18, 2013 10:21:30 GMT
I can't get it to work at all on WinAPE. Upon loading it shows a partially finished game screen that I cannot exit from. It's almost certainly me being hopeless - what am I doing wrong?
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Post by Jonathan Cauldwell on Apr 18, 2013 20:21:05 GMT
Insert the disc and type
run "agd
and it should bring up the menu. I suspect you're probably typing
run "game
which runs the saved game instead.
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markpalmer
Cold Store
B integer out of range
Posts: 6
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Post by markpalmer on Apr 19, 2013 0:04:48 GMT
It was me being hopeless!
Thank you.
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Post by egotrip on Apr 19, 2013 16:22:09 GMT
To fix the sound still playing when you dont want it to, insert a CALL &BCA7
&BCA7 SOUND RESET Action Resets the sound manager by clearing the sound queues and abandoning any current sounds
Entry No entry conditions
Exit AF, BC, DE and HL are corrupt, and all others are preserved
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Post by egotrip on Apr 21, 2013 17:43:57 GMT
Some bugs I've noticed
On the obejct editor, it messed up the text after placing an object.
The 9x16 sprite really does not work. If I have an enemy right next to it but not actually colliding with a sprite designed in 8x16 (which is pretty much necessary) it still registers a collision as that extra pixel is hitting the enemy. Can you not just use 8x16 sprites?
There is some random coloured pixels appearing on the events editor screens.
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Post by Jonathan Cauldwell on Apr 21, 2013 18:20:01 GMT
Some bugs I've noticed On the object editor, it messed up the text after placing an object. Thanks, I'll take a look. The 9x16 sprite really does not work. If I have an enemy right next to it but not actually colliding with a sprite designed in 8x16 (which is pretty much necessary) it still registers a collision as that extra pixel is hitting the enemy. Can you not just use 8x16 sprites? Have you tried adjusting the collision distance setting on the main menu? There is some random coloured pixels appearing on the events editor screens. Yes, the tokeniser uses the screen as a temporary workspace. If it bothers you I might be able to find another bit of RAM somewhere.
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Post by egotrip on Apr 22, 2013 15:57:26 GMT
Thanks for the reply. The token thing does not bother me, I was just wondering about it, thought it might be an issue. And thanks for the collision distance tip, that fixed it.
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Post by Jonathan Cauldwell on Apr 25, 2013 16:40:38 GMT
On the obejct editor, it messed up the text after placing an object. Okay, found and fixed, but there's little point in re-releasing (and changing all the addresses) just for this. It'll have to wait for another update.
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Post by egotrip on Apr 29, 2013 15:04:05 GMT
Is it possible to add a better save/load system using custom filenames? Only being able to save to game.bin is restrictive and not really ideal when you mess up and need to revert to a previous version.
I just had a massive spaz out too, I deleted some objects, and edited the restart event before it crashed, I am going to see if it happens again later and let you know more specifics.
edit: it appears that it was code error on my part that caused the crash.
However I have noticed another bug, for some reason any object above 0 is not showing up on the start screen.
Also, how do you make it so when you collect a sprite, they stay "collected" when you return to the screen? I dont want things like coins to respawn when a screen is returned to.
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Post by Jonathan Cauldwell on May 10, 2013 21:35:54 GMT
Okay, I've found a couple of problems with the block collision detection code. I'll take a look at the objects to see if I can find a problem there.
Sprites don't stay collected, only objects do that. Sprites are ideal for games where the player tackles a single screen at a time, whereas objects are better for multi-screen exploration affairs.
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Post by egotrip on Jun 19, 2013 8:42:40 GMT
Any progress on the next version, as I cant really do anything with the current one due to the issues.
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Post by Jonathan Cauldwell on Jun 22, 2013 11:01:57 GMT
I've been busy of late but fixing the objects code is now top of the to-do list.
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