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YGmae (a vertical shooter) demo 1 released!
#21
yup. AVL (Advanced Vector Library) is written in C. It's what's used for the animation, rendering, and collision detection. It's also probably the reason behind most of the crashing bugs.. C & QB modules don't mix very well. It created some really weird bugs in YGmae, like I had a routine that look like this:
Code:
sub projAdd ( .. )
for i = 0 to maxprj
if prj(i).i = 0 then
  .
  .
  prj(i).i = 1
  exit sub
end if
next
I had to change for i = 0 to maxprj to for i = maxprj/2 to maxprj to stop it from crashing. still don't understand why.. the scary thing is tho, there could be more of those bugs hiding away in my source code that seem to defy all explanation, probably because of the C/QB mix. This makes me sad, because I tend to get a little obsessive when it comes to my games, and if anyone can't play it because of seem reason I get down. Anyway.. I guess that's pretty much all I have to say about that..

To Neo:
- textures: I might do that, but I'd have to find an artist for that, plus i wouldn't be able to kill the ems requirement if I did, but if you can find me a good artist who would be willing to do it, then by all means I will
- shooting keys: well, that might work, but only for that ship.. there's going to be multiple ships you can use, each with a different number of weapon attatchment nodes. and I want to keep all the shooting keys together. plus, that section of the keyboard allows for the most keys to be pressed together at one time.. that's one of the main reasons I chose it.
- 8/16bit bugs: I havn't encountered those bugs yet.. is there any more information you could give me?
- end of level bug: It's not a bug.. that's the end of the level, the level ends with those three battleship type things.

anyway, I have to goto class now. bye
COUNT HACKED BY RAZVEEE

RAZVEE IS A SCRIPT KIDDIE- hacker9
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#22
Lithium: wow i am really amazed that you decided to use C and QB. And I havent encountered any of the bugs that Neo is talking about.
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#23
Lithum, is anything said in AVL documentation about those routines requireing a coprocessor?
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#24
Quote:- end of level bug: It's not a bug.. that's the end of the level, the level ends with those three battleship type things.
No. It sometimes stops with the monster with 4 moving arms. FAR before the three battleships.

About the 16 bit, bug, when I'm nearing the monster with 4 arms, the program just exits.
The 8 bit bug is that sometimes there isn't any screen refreshment anymore, resulting in everything leaving trails behind. I'll try to make a screenshot of it when it occurs again.
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#25
Hmm...I have played it many times in different modes and in different ways but I didnt encounter any of those bugs.
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#26
I'll make a screenshot when I come accross it again. Or perhaps it's just my system... :???:
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#27
Prolly =)
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#28
It crashes in 16 bit for me too at about the same point. It reports "Error: ANUS PIE." I use a ATI Rage Fury Pro on a P4 1.4 GHz.
hrist Jesus came into the world to save sinners, of whom I am first.(I Timothy 1:15)

For God so loved the world, that He gave His only begotten Son,
that whoever believes in Him should not perish, but have eternal life.(John 3:16)
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#29
Quote:TD1.4b is nearly ready for playtesting, that's all I'm gonna say right now Smile

Don't forget about me. ;*)


Lith: The game is awesome!!!! Liked those jet particles and antialiased lines!!! Wooot!!!!

BTW, AVL=C?
y smiley is 24 bit.
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#30
Quote:It crashes in 16 bit for me too at about the same point. It reports "Error: ANUS PIE." I use a ATI Rage Fury Pro on a P4 1.4 GHz.
Yep, I also got that ANUS PIE error once.
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