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Old Yesterday, 10:41   #121
DamienD
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Quote:
Originally Posted by Brick Nash View Post
Just to say, I noticed that there was a couple of bugs in the demo from watching Superman's much appreciated playthrough. The flashing enemy is a mystery as it's fine on my PC, but the other bug was that the enemies will get trapped in their "punch" state until hit again (something that I was working on but never finished). If the player scrolls the screen past them while this happens the enemies won't re-spawn as the remaining enemy will be off screen still punching away. I've fixed this by using alain's new source, so they will break out of punching if the player is outside the attack range.
Could somebody please compile Brick Nash's latest version with this "trapped in their punch state until hit again"?

I'll create a new .ADF afterwards.

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I will join Flat Earth Society, if no one continue developing this.
Paperwork is now is the post
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Old Yesterday, 15:04   #122
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Hi, here is it.
Attached Files
File Type: 7z StreetsOR-12082020.7z (35.4 KB, 6 views)
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Old Yesterday, 15:18   #123
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Perfect, thanks Dan

I'll create a new .ADF once home from work today.
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Old Yesterday, 18:31   #124
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Quote:
Originally Posted by Dan View Post
Hi, here is it.
Heya Dan,

Hmmm, something is up with this new compiled file.

Firstly, comparison of file sizes between the old and new:
OLD = 175624

NEW = 127780
I'm using your same files / folders as located here, but with the new game EXE: http://eab.abime.net/showpost.php?p=...9&postcount=90

...but just before the games starts it crashes with:

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Old Yesterday, 19:13   #125
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I took the Sourcecode from Brick Nash, and compiled it few times, but every time when i wanted to start the compiled file, it ended up in a Guru.

The guru happens because of some bank, which is saved with the sourcecode. (This is AmosPro bug)

So i loaded up the sourcecode, and removed almost all saved banks (part from one) from it, then compiled it.
This may explain the different filesize.

Anyway, i saved the sourcecode as ascii file, loaded it up in windows, and removed all of the unneeded files. (i hope i haven't missed anything, the intro and the game are starting)
The result is uploaded in the leveldata.zip
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File Type: zip Leveldata.zip (146.7 KB, 4 views)

Last edited by Dan; Yesterday at 19:21.
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Old Yesterday, 19:21   #126
DamienD
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Quote:
Originally Posted by Dan View Post
I took the Sourcecode from Brick Nash, and compiled it few times, but every time when i wanted to start the compiled file, it ended up in a Guru.

The guru happens because of some bank, which is saved with the sourcecode. (This is AmosPro bug)

So i loaded up the sourcecode, and removed almost all saved banks (part from one) from it, then compiled it.
This may explain the different filesize.

Anyway, i saved the sourcecode as ascii file, loaded it up in windows, and removed all of the unneeded files.
The result is uploaded in the leveldata.zip
Ok, so use this "leveldata.zip" plus your new game EXE hey?
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Old Yesterday, 19:22   #127
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Yes.
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Old Yesterday, 20:00   #128
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Thanks Dan; all working now

I think I know why the size difference in the old vs new game EXE.

I now needed to include the "amos.library"; previously it must have been compiled within.

New file in The Zone!
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Old Yesterday, 20:42   #129
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Quote:
Originally Posted by DamienD View Post
I think I know why the size difference in the old vs new game EXE.

I now needed to include the "amos.library"; previously it must have been compiled within.
Hmm that's strange, the compiler shell is set up to include the amos.library ...

This was compiled with amos for windows version converted to kick/wb1.3 ...

Anyway, i'm glad that it is working now.


Edit: Ok i think i know what happened. I haven't started the Amos for windows (kick1.3) from it's configuration, but started my Amiga HD config, which had the Amos4Win hd assigned.
Then i started Amos4win from there.
And this loaded the config which does not add the Amos.library.

Last edited by Dan; Yesterday at 21:02.
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