WinV2 bug: entity string "Z" command...
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Wyrdwad

Hey all! I have a new Forgotten Kings logo for my plot summary page that shows off some of the game's character sprites:

http://forgottenkings.tripod.com/fkplot.html
http://forgottenkings.tripod.com/fklogo2.gif

However, in the making of this logo, I experienced some truly frustrating problems with trying to get my character sprites properly positioned. Namely, I eventually had to use entity.specframe to do it -- WinV2 appeared to just completely ignore my in-map entity scripting (I assigned each entity a script consisting of a single Z command), and it also completely ignored my later attempts at using EntityMove with a Z script command.

Having never had trouble in the past with entity scripting, this seems like it's probably a WinV2 bug that was overlooked or something. If you wanna see for yourself, the problematic code has been nicely zipped up (directory and all) and can be downloaded here:

http://forgottenkings.tripod.com/ent-prob.zip

After my initial failure, I attempted to stick B and W script codes at the end of my map-based scripts, but to no avail. I then tried to use EntityMove in the VC, and added ProcessEntities() and ShowPage() and all, but to no avail. It wasn't until I put entity.specframe assignments in the VC code that I actually got the entities to... erm... do what they were supposed to.

The ZIP file is currently set to the map entities having movement scripts consisting of a Z and a B command, and the VC using EntityMoves. And nothing whatsoever happens. When working properly, Doug should be wearing sunglasses, Nathan (the ape) should be going buck-wild, Mikron and Glod (on the right side of the map) should both be holding beers, and Eden should be facing left (which I changed at the last minute for the final logo).

Anyhoo, just thought you should know about this annoying little bug. Ciao!

-Tom




Posted on 2002-01-22 06:49:16

Omni

to already have it planned out, too...



Posted on 2002-01-22 14:53:45

rpgking

I'll e-mail you a zipfile with a function I always use to get EntityMove to work right(It's an updated version of your demo). You have to keep in mind that you have to wait(while processing entities) a given amount of time for the movement to be displayed. I added an EntRender() function that does just that. It's demonstrated in the zipfile I sent.

And what is EntityMove(Z,...) supposed to do? I never used Z before and couldn't get it to work in your demo. So I just changed them all the "D" to test it out, and it worked...

-rpgking



Out of clutter, find simplicity. -Einstein

Posted on 2002-01-22 15:49:31

rpgking

I just remembered that EntityMove(Z,..) lets you display special frames. If that's all you wanted to do, you would still use the code I provided in the zip, but the waittime would be decreased significantly.



Out of clutter, find simplicity. -Einstein

Posted on 2002-01-22 16:09:28

Wyrdwad

.



Posted on 2002-01-22 19:08:39

Wyrdwad

I'm very very anxious to hear comments about it, actually... I sent copies of the plot summary to all of my friends, but they're all very lazy, and all but one were scared off by the length and opted not to actually bother reading it. (: If you did read it, though, and if you have a moment, please email me with comments. What you liked best, what you liked least, what you'd like to see added or changed... anything at all would be tremendously helpful to me.

-Tom




Posted on 2002-01-22 19:10:59

rpgking

I'll read it...someday. When I looked at it the other day, I was intimidated by its size :P



Out of clutter, find simplicity. -Einstein

Posted on 2002-01-23 01:17:27

Omni

I'm planning to read all of it, I've gotten at least half. Your plot sounds like something I would expect out of a Square game. Like a fusion of Chrono Cross's multiple scenarios with FF6's character development. This is Chrono Chross on steroids, of course. Like the time/space continuum theory. That just puts in all together.

Please, please finish this game...



Posted on 2002-01-23 06:24:21

Wyrdwad

I'm OBSESSED with this game... ideas literally just pop into my head, sometimes uninvited, and they won't leave me along until they've been documented. (: That's how the WHOLE GAME came about so far... it's more like IT wrote ME. (:

-Tom




Posted on 2002-01-23 07:47:40

Wyrdwad

There was apparently an error in the ZIP file, presumably due to my crappy mail server screwing it up... if you could just send it again, this time just the VC files or something, I'd really appreciate it. And actually, while you're at it... could you send it to my alternate email address, wyrdwad@tomoeshinohara.com? I think I trust that one a little more -- plus, that one gives me 6MB of mailbox space, versus AnimeNation's 1MB.

Thanks, and sorry to bug you!

-Tom




Posted on 2002-01-23 07:50:01

rpgking

The little demo I sent was deleted, but I'll make a new one... It's better to see a demonstration to show how the code works.



Out of clutter, find simplicity. -Einstein

Posted on 2002-01-23 17:53:50

rpgking

This one does what you intitially wanted to try out(updating all the special frames), and it has better explanations. I e-mailed it to your alternate address, and it's a small 165 kb file.

-rpgking



Out of clutter, find simplicity. -Einstein

Posted on 2002-01-23 18:21:48

Wyrdwad

Hey, thanks a bunch! I knew about the whole having-to-wait-for-entity-movement thing (is Entity.movecode still an available function in V2? That was much more exact than delaying for 150 clicks or whatever... just delay until movecode = 0 for that entity.

At any rate, thanks a ton!

-Tom




Posted on 2002-01-26 01:56:18


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