Lolsidothaldremobine (ie. help a noob)
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IkimashoZ

Hello. I recently played an OHR game I made 5 years ago called Lolsidothaldremobine and decided that it needed a remake. However, this time I wanted real movies, more than 256 colors, puzzles in dungeons and other neat stuff. Anyway, OHR still doesn't cut it. I think it's time to move to Verge.

So, I get my first movie rendered. Check. Get into a folder in the verge directory. Check. Update the code. Check. Run the program, and... a strip of my movie plays at the bottom of the screen. It's 320x240, cinepak. I check the documentation and... I'm not supposed to use movies for my intro. Riiiiight. Well, I know I'm technically breaking the rules, but anyone want to tell me why the movie isn't displaying right on the game screen anyway??

Posted on 2005-12-10 22:44:51

zeromus

post a zip and ill fix it. the movie stuff has not been well tested. I'll help you get it working.

Posted on 2005-12-10 23:10:57

IkimashoZ

Thanks!

BTW, I don't see any way currently to interrupt a movie (so the user can escape out). I'd like to have this capacity too. It will be important especially in battles too.

http://www.languagesite.net/lsoaroi.zip

Posted on 2005-12-10 23:26:48 (last edited on 2005-12-10 23:29:10)

zeromus

I found a bug that was making 24bpp movies foul up.

I have ICQed you a url with a hacked EXE to try

I have added a function-- AbortMovie() that will abort a movie playing in PlayMovie() which you will have to call from HookTimer or HookKey.

I have documented a bunch of functions that were previously undocumented--check the v3 docs. I think youll find those interesting quite aside from your current issues. Supposing they work. Note that you could do your own cancel by clever use of the newly-documented methods.

Posted on 2005-12-11 05:17:08

IkimashoZ

Thanks zeromus!

I've got one more movie planned for the new game intro. I'll let you know how it goes.

- Matt

Posted on 2005-12-11 06:18:01

IkimashoZ

I ran into some interesting problems trying to script a "prompt before quit" function. I think the file will pretty much speak for itself. Also interesting is that if you comment off the two freeimage commands on the quitscreen function, it works alright for awhile, but eventually the game crashes. I assume this is because the buildup of unfreed images? I'm at a loss for a solution. Please help.

http://www.languagesite.net/lsoaroi_verge.zip

- Matt

Posted on 2005-12-12 05:32:35

zeromus

Ok apparently windows 2003 server doesnt include cinepack. I'll look at it when I get home.

Posted on 2005-12-12 13:47:03

IkimashoZ

Sorry. I should have been more specific. After the movies end, I want the esc key to pull up the quit menu. I want it to do this pretty much at any point throughout the game at which a movie's not playing. So, if you try this on the menu, it works the first time. But, if you choose to keep playing the game, you get this wacky effect where only the alpha shows for the text box. If you try to pull up the esc screen again, it errors out.

If you take out the the two freeimage() functions in the quitscreen() functions, it works properly... about 10 times or so. Then it errors out because of a buffer overflow, I imagine.

Posted on 2005-12-12 17:11:02

IkimashoZ

Problem solved.

It required some creative reprogramming. I reworked everything based on a wild hunch that passing images into functions is a bad idea and my hunch seemed to be right.

Posted on 2005-12-12 18:48:06

IkimashoZ

Irresolvable problems have once again reared their ugly heads. I am now facing a null image reference in a function that works fine up until a certain point and then mysteriously crashes, producing this error. Even stranger is that when I try to add log functions to track down the error, the null image reference error moves to the line of the log command. Riiiiight.

I'll see how lucky I am in getting out of work early so I can hit up #vergehelp before everyone goes to sleep. Damn Japan time.

Posted on 2005-12-12 22:36:31

zeromus

passing images into functions is harmless and is in fact standard practice. just be sure that you keep track of which part of your code is taking ownership of the image handles. something else must have fixed it..

Posted on 2005-12-13 01:58:10


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