Author Topic: Legacy of Kain: Revival beta  (Read 295381 times)

bluemonkmn

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Re: Legacy of Kain: Revival beta
« Reply #45 on: 2011-02-15, 05:43:03 PM »
I see there's a configuration option to control how many thumbnails a project can have.  I increased it from 1 to 8.  Can you pick the 8 best and post them?

Also, I just tried running the project.  Is there some trick?  I got this error message:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
  at ByteLayer.GetTileFrame(Int32 x, Int32 y)
  at LayerBase.Draw()
...

I could investigate, but I figured this might be an error you're already familiar with.  Do you know?

Vincent

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Re: Legacy of Kain: Revival beta
« Reply #46 on: 2011-02-15, 09:04:03 PM »
Ok, I uploaded my 8 best screenshots.  There's not a lot of action going on (I defeated some enemies before taking the screenshots) but it shoes the environment, It's pretty good I guess.

Do you get this error right when you launch the game?  I downloaded the version I uploaded for you and it works well for me.  I use SGDK 2.1.5, I don't plan to upgrade for this project since it's finished.  It might be the problem.
Legacy of Kain: Revival completed!
http://lokrevival.webs.com

See also my company website:
http://chivalrousgames.com

bluemonkmn

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Re: Legacy of Kain: Revival beta
« Reply #47 on: 2011-02-16, 06:47:38 AM »
I get the error when I select "New Game".

I am using 2.1.8.  I'm not sure why that would make a difference... it would have to be a problem/difference with the code generator, since all the other code is stored in the project, not in SGDK2 (when you don't "reset source code").

Nice screenshots, BTW.

Vincent

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Re: Legacy of Kain: Revival beta
« Reply #48 on: 2011-02-16, 07:34:30 AM »
I played a game with my version and I didn't get the error.  I'll try it with 2.1.8 to see what difference it makes. :)
Legacy of Kain: Revival completed!
http://lokrevival.webs.com

See also my company website:
http://chivalrousgames.com

Vincent

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Re: Legacy of Kain: Revival beta
« Reply #49 on: 2011-02-16, 04:51:03 PM »
Yup, launched the game with SGDK2.1.8 and I get the same error...  But it's fine with SGDK2.1.5.  I changeD some code concerning messages in my SGDK2.1.5 and it crashes in this code.  But I don't what it does, it's like it's trying to get a tile in a tileset that wsn't loaded already.
« Last Edit: 2011-02-17, 07:38:50 AM by Vincent »
Legacy of Kain: Revival completed!
http://lokrevival.webs.com

See also my company website:
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bluemonkmn

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Re: Legacy of Kain: Revival beta
« Reply #50 on: 2011-02-17, 06:19:27 AM »
I'll try debugging it this evening to see what caused the problem.

bluemonkmn

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Re: Legacy of Kain: Revival beta
« Reply #51 on: 2011-02-17, 06:34:04 PM »
It seems I'm getting an error when it tries to draw tile number 114 for the message layer "press select button to skip to next dialog" in the alchemy lab map (I think).  Is it supposed to be going to the alchemy lab map?

Vincent

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Re: Legacy of Kain: Revival beta
« Reply #52 on: 2011-02-17, 07:06:34 PM »
That is very very weird.  The alchemy lab test map shouldn't be used at all, it was my test room but now it's not the startup map anymore and there's no map linking to it...?  It should be the OpeningSceneMap for the startup (or similar name).
Legacy of Kain: Revival completed!
http://lokrevival.webs.com

See also my company website:
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bluemonkmn

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Re: Legacy of Kain: Revival beta
« Reply #53 on: 2011-02-17, 08:47:35 PM »
Sorry, it was the opening scene map, but the frameset when the error occurred was AlchemyLabFrameset.

bluemonkmn

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Re: Legacy of Kain: Revival beta
« Reply #54 on: 2011-02-17, 08:58:14 PM »
OK, I think I found the problem.  There is no rule to "SetMessageFont", so when the CreateMessage function runs the first time, it is picking the first tileset in the project as the font tileset.  The first tileset is the AlchemyLab Tileset.  This is the code that does it:

Code: [Select]
      if (FontTileset == null)
         FontTileset = (Tileset)(typeof(Tileset).GetProperties(
            System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.GetProperty | System.Reflection.BindingFlags.Public)
            [0].GetValue(null, null));

How does your project get a different tileset?

Vincent

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Re: Legacy of Kain: Revival beta
« Reply #55 on: 2011-02-17, 09:42:50 PM »
Good question!  But I wonder, could it be that now the tilesets are sorted in alphabetical order and "AlchemyLabTileset" comes before "CoolFont", SGDK2 picks up "Alchemy..." rather than "Coolfont"?  That would explains why it crashes in 2.1.8 and not in 2.1.5!
Legacy of Kain: Revival completed!
http://lokrevival.webs.com

See also my company website:
http://chivalrousgames.com

bluemonkmn

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Re: Legacy of Kain: Revival beta
« Reply #56 on: 2011-02-18, 05:45:35 AM »
The same thought occurred to me this morning.  I will try inserting a call to SetMessageFont in OpeningSceneMap and see if that fixes everything...
That did it.  Now I will have to figure out how to upload the updated version without losing all your screenshots.   Perhaps I should play through the game first to make sure other problems didn't creep in from loading the project into version 2.1.8.

Vincent

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Re: Legacy of Kain: Revival beta
« Reply #57 on: 2011-02-18, 07:23:43 AM »
Is it necessary to call SetMessageFont only once in the game if there is no change of font?  Or would it be a better practice to call it before each ShowMessage?

Have fun playing the game! :)
Legacy of Kain: Revival completed!
http://lokrevival.webs.com

See also my company website:
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bluemonkmn

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Re: Legacy of Kain: Revival beta
« Reply #58 on: 2011-02-19, 08:09:13 AM »
It's only necessary to call it once.

Vincent

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Re: Legacy of Kain: Revival beta
« Reply #59 on: 2011-02-19, 09:14:53 AM »
Allright, I'll add it in my file too. :)
Legacy of Kain: Revival completed!
http://lokrevival.webs.com

See also my company website:
http://chivalrousgames.com