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Author Topic: Req GB name registration engine debugging  (Read 4875 times)

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Req GB name registration engine debugging
« on: September 10, 2008, 03:52:38 pm »
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I remember to have seen an gb name registration engine with save & load options.
Not that gb one with the oot graphics, but actually one with the gb graphics.
Does anyone still have that one? It would speed up my progress, if not, I will have to recreate it and that will take some time.

( As having a full-time job and following a jobrelated study to keep up to date, I already am progressing very slowly. )

One other question, what works best:
1. using link sprites with shield and an invisible object for collisions with the shield
2. using normal link sprites and a visble shield object
« Last Edit: September 13, 2008, 04:32:06 pm by Atomicd1 »
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Re: Req GB name registration
« Reply #1 on: September 10, 2008, 07:16:13 pm »
  • QBASIC programmer since age 4. Take that, world.
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For your second question, what do you mean, "best"?

Using a separate sprite for the shield will take time to line up and stuff like that but will take up less space in the final game because there'll be less total images. On the other hand, using a complete new set of sprites will be quick, but you'll have all the animations twice, wasting memory.
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Re: Req GB name registration
« Reply #2 on: September 10, 2008, 09:55:04 pm »
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Well, in examples I have seen both ways, I was wondering if there were any negative parts about using any of these options. But its only small images so it cant take that much memory more then the rest already does, think I will go for the quick option.
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request bug fixing
« Reply #3 on: September 12, 2008, 08:32:26 pm »
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Well, I have implemented a shield engine now and have been working on the name registery engine ( gm 6.1 registered version )

http://files.filefront.com/name+reg+engine+gbgm6/;11787157;/fileinfo.html

There are 2 problems with it:

- during name registration when pressing the backspace button you should delete one letter, that does not work
- the name during registration and when it has been registered shows itself wrong. where there should be an a you see a b and so on.

Is there anyone willing to show me what exactly has to be fixed or debug it?


14-09-2008:

Fixed the error with the backspace button, still would appriciate help with the other part.
« Last Edit: September 14, 2008, 10:00:37 am by Atomicd1 »
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Re: Req GB name registration engine debugging
« Reply #4 on: September 23, 2008, 08:21:59 am »
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I've looked through the code a bit, and I haven't found the problem yet. I have more time to search for the problem later today. So if I find anything, I'll let you know.

EDIT: I fixed the problem!

In the object: objNew_File at the draw event you wrote the code:
Code: [Select]
if not (variable_global_exists('font')) then global.font=font_add_sprite(spr_Text,'!',0,0);
draw_set_font(global.font);

change that to:
Code: [Select]
global.font=font_add_sprite(spr_Text,'!',0,0);
draw_set_font(global.font);
« Last Edit: September 23, 2008, 02:33:16 pm by Hyrule_boy »
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Re: Req GB name registration engine debugging
« Reply #5 on: September 23, 2008, 08:16:43 pm »
  • The Dark Lord is here...
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In the object: objNew_File at the draw event you wrote the code:
Code: [Select]
if not (variable_global_exists('font')) then global.font=font_add_sprite(spr_Text,'!',0,0);
draw_set_font(global.font);

change that to:
Code: [Select]
global.font=font_add_sprite(spr_Text,'!',0,0);
draw_set_font(global.font);
You do notice that with that code GM will be creating a font each step, right? With that code of yours he'd need to delete the font at the end of each step, which is terribly unefficient. In fact, it's better to place that code in the Create Event.
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Re: Req GB name registration engine debugging
« Reply #6 on: September 24, 2008, 06:02:03 pm »
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As it took rather long to get an awnser I managed to solve it a few days ago.

Code: [Select]
if not (variable_global_exists('font')) then global.font=font_add_sprite(spr_Text,'!',0,0);
draw_set_font(global.font);

has become

Code: [Select]
if not (variable_global_exists('font')) then global.font=font_add_sprite(spr_Text,ord('!'),0,0);
draw_set_font(global.font);

The ord() part was all I had forgotten to get it to work the correct way.
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Re: Req GB name registration engine debugging
« Reply #7 on: November 11, 2008, 11:31:29 pm »
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I am looking through my old files to find my ootgb name registration engine... I'll post if I find it.

EDIT: I found my old MMGB Registration engine... hope it'll help.

MMGBReg.zip (381 KB)
« Last Edit: November 11, 2008, 11:39:05 pm by TheRealMethuselah »
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