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PrincessNoodlelimbs

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Everything posted by PrincessNoodlelimbs

  1. Hey, so I recently updated my game from 0.6.2.460 and started having some problems. One of which is that both the player and NPCs (enemies) sometimes hit a brief lag when traversing between contiguous maps. This doesn't happen every time, but most times, and I haven't been able to figure out what determines whether this happens. I would estimate the pause as being between 50 and 200 miliseconds, so not very long, but enough to be noticeable. It's noticeable enough to really mess up the overall experience. I've been able to determine that this does *not* happen on a fresh map with nothing but NPCs and the player on it, so my best guess is that it's some event that's present in the adjoining map. I haven't been able to determine which event it is yet. It's hard to figure out because it affects NPCs as well as players, and the events themselves only affect players. So far the only lead I have on this is that it *might* be something to do with these warp-in and warp-out special effect events I have, since the update has also made those stop working correctly (I have been using a method of using an in-map event to trigger a common event to fade to/from black or white when the player warps through a door, and those aren't working correctly now either, but that might be better served in a separate topic).
  2. Well that's one mystery solved! Thanks very much! With that answered maybe it's time to try updating to the latest version again and seeing if those other issues are still there.
  3. Hey there folks, been a while! Maybe you can help me with a thing that's happening. So I've been working on my game in version 0.6.2.460 for a while (I tried updating to what was the latest version a couple months ago, but that broke some really essential things - map warp events that execute fade-in and fade-out from black using Show Image didn't work right anymore, and basic contiguous map transitions now had a moment of lag every time the player crossed the boundary - but that's a different topic. The point is my game is still working on 0.6.2.460 for the time being). Recently, within the past couple months, my server starts up and consistently gives me this message now: What happened, and can this be fixed? Some important notes... 1. This started happening during a period in which I wasn't making changes to any part of the game, so it basically started doing it on its own without any alterations from me. No changes to the connection configuration, nada. 2. This problem occurs from multiple computers on multiple different networks; I tested it. 3. Please note that updating the game version did NOT make the server stop doing this; in fact attempting to fix this was the reason I tried updating it in the first place. I know the common wisdom is to always have your game running on the most up-to-date version, but it didn't fix the issue and sadly once I do that I've got a whole nest of other problems to ask about because the most recent version as of July wrecked a couple of the basic features of my game. This being the case, I figured I'd roll back to the previous known working version and tackle one problem at a time instead of this problem plus several new ones. Thanks in advance to anybody willing to field this issue. This started a while ago and I've been ignoring it, but I'd like to get it fixed if I can.
  4. Hey, so I've been trying to get this to work, and it just. Will. Not. Work. To the very best of my reckoning I've done this all the right way, even to the extent that the window looks correct (40 pixels taller than default) in the Intersect GUI Editor itself, but then when I save it out and put it in my game folder it STILL won't resize the window. It will do everything else. It will expand the text area. It will drop the button down 40px. But it won't make the window taller. The button gets cut off below the bottom of the window. I also edited the event1.png to be 40 pixels taller, as well as eventdefault.png just in case. So the PNG file is the right height, the 'bounds' aspect is the right height, and it all works in the GUI Editor. But in game no matter what I do, the Event Dialogue Window refuses to change size. Please, please, please someone help me with this because I feel like I'm going to lose my mind. Here is the entirety of my EventDialogWindow_1Response.json: https://www.ascensiongamedev.com/resources/filehost/318948af111fd048b261820050122e2f.json Make this make sense to me, I'm begging you. UPDATE: NEVERMIND! I figured it out! The texture background for the Event Dialog Window was cached, so it was reading from the /packs/ folder. Deleting the /packs folder fixed it, now it uses the right (taller) image and the window is bigger to match. It's all gravy.
  5. Hey, so I've been trying to get this to work, and it just. Will. Not. Work. To the very best of my reckoning I've done this all the right way, even to the extent that the window looks correct (40 pixels taller than default) in the Intersect GUI Editor itself, but then when I save it out and put it in my game folder it STILL won't resize the window. It will do everything else. It will expand the text area. It will drop the button down 40px. But it won't make the window taller. The button gets cut off below the bottom of the window. I also edited the event1.png to be 40 pixels taller, as well as eventdefault.png just in case. So the PNG file is the right height, the 'bounds' aspect is the right height, and it all works in the GUI Editor. But in game no matter what I do, the Event Dialogue Window refuses to change size. Please, please, please someone help me with this because I feel like I'm going to lose my mind. Here is the entirety of my EventDialogWindow_1Response.json: https://www.ascensiongamedev.com/resources/filehost/318948af111fd048b261820050122e2f.json Make this make sense to me, I'm begging you.
  6. No worries. Appreciate the help either way! Seriously, thanks again for making that GUI editor available. Even if I can't resize the Event Window it's worth it just to have that in my life.
  7. Hey, thanks for your reply! And thanks even more for your excellent GUI Editor - I didn't even know that existed until this post, but it's a great convenience. So the weird thing is, I've apparently been doing this the right way, and it's still not working. Here's how it looks in the GUI Editor when I try to change the 1-response Event Window: Looks right! That's what I want it to be like. But here's what it looks like in the game when I try to edit the .json file: Default window size remains. Another weird thing - changing the X and Y values for the Bounds of that window does nothing at all. I can make them whatever values I want, but the window stays where it is in the above screenshot. Changing the values of OTHER elements does change things, oddly enough. For instance, here's me setting the Y value for the Bounds of the Face Icon to 120: And you can see that I already changed the values of the Vertical Scrollbars to make them a little thicker, which worked fine. So I KNOW the client is accepting the changes I make to the .json file. More weirdness - when I try to edit the parameters for the 2-option Event Window, it also doesn't do what it's supposed to, but in a completely different way. Here's how it looks by default: Here's how it looks after I try changing the final value from 208 to 408: Doesn't get taller, it just goes up. And if I try to change the Y value from 346 to 546: Nothin'. Same as the previous one. Go home, Intersect, you're drunk.
  8. I'd really love to know this as well. I tried changing the values for a bunch of different size parameters, and I managed to resize and move just about every child element within the window but for the life of me I couldn't get the main window's size to be 40 pixels taller. If anybody knows how to achieve this, your knowledge would be greatly appreciated.
  9. Hey, I want to thank the OP for this. I've just implemented it in my game and it's made a huge difference in the continuity! Simple but very effective.
  10. Hey, thanks very much for replying so quickly on this. I appreciate you doing that while you're on vacation too, you really didn't have to! I'll go ahead and create a bug report on the tracker, gather the audio files and take a video or two. With any luck something in there will make it easier to figure out what's going on, and maybe fix what's happening for the other users. Enjoy your time off!
  11. Hey folks. First time poster. Very glad to be here - I have really enjoyed working with Intersect. But I've had repeated problems with the music looping. Edit: Forgot to mention this before but my OS is Windows 10, 64-bit. I started making my game in Beta 5. I'm an electronic musician, so I'm very familiar with how to cut songs to loop seamlessly - not a new area for me. I've been writing all the music for my game so far, and throughout my use of Beta 5, there was only one problem with looping. Like I said, in any audio editor or player my song files loop seamlessly, including tail wraps, but the game had always added a little jog (a few hundred milliseconds) of silence after the end before starting the songs over. Whatever - annoying, but doesn't destroy the game. Never figured out what's up with that, because it's not the files themselves. But I upgraded to version 6 Build 147, and now I'm having a new problem that's a lot worse. It wasn't doing this before version 6. I haven't changed anything about the levels OR the song files those levels are using, but now several levels in my game are looping the BGM's at the first or second -beat-. Very short, if seamless, 1 and 2 second loops of the first couple beats of the song. All the songs having this problem are 80 BPM, 1:36 in length, but that is the only consistent factor I can find, and there's another song in the game's files that is 80 BPM and 1:36 in length, but doesn't display this problem. The songs having this problem seem like they're being "auto-looped" in different places depending on the rhythm of the bassline/drums, which is interesting considering they're all the same length and tempo. This really feels to me like the game is trying to determine its own loop points and failing. As to why it does this with some song files and not others, I have no clue. The loops have decent rhythm, but they're only 2 seconds long, out of a total of 1:36. Details of the behavior of the problem: Starting the game client and logging in (when the player's last location was the level having the issue) will fix the BGM for that level, if it's one of the ones having the problem. It will not show the problem again until the player leaves the level, logs out, logs back in, and then re-enters the level that had the problem. If the player logs in while inside a level not having the issue, then goes to the level that is, it will always play wrong until the player logs in while they're inside the problem level. Furthermore - initially only two songs were showing this problem. When I removed them from the game's 'music' folder and set their levels to have no music, a third song started having that problem. When I removed that one, no other songs could be made to do the wrong-loop thing. Rendering NEW song files, with different file names, didn't help - the game wrong-looped them at the same points as before. When I tried rendering the song files -without- cutting them to loop seamlessly (leaving the remainder, so the song stops playing and all the echoes fade out) the problem stopped. When I did this, the song plays til all sounds fade out, then starts back up abruptly at the beginning. It plays all the way through, but now it loops like garbage and is far from seamless. UPDATE: I was wrong. On restarting, now even the songs with the tail-ends left on are doing the quick-loop thing. Right now, I believe that's all I know about this issue. Any insight into how the game does this - whether it is indeed trying to determine its own loop points and whether that can be turned on or off, or how it can be fixed - would be greatly appreciated. If I can clarify any of what's happening here, let me know and I will try. Very much appreciate the time and attention to this in advance.
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