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Work in Progress / Simple Game Toolkit - Prototype 4 released

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Silvester
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Posted: 16th Jan 2008 10:29
P4 works really nice, even on Vista. Can't wait for the next one

Digital Awakening
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Posted: 16th Jan 2008 10:52 Edited at: 16th Jan 2008 10:53
Prince Of Darkness:
Beta 2 I guess? That's a good thing to know, thanks Have had a few moments of worry about how it would preform in Vista, but more worried about how CodeSurge would preform if I would buy a new laptop

It's Wednesday morning (kinda) and my todo list is relatively small. Depending on how long things takes to implement and how fast I can fix the current bugs and how many others I'll run into I might just release beta 3 this week. Some things on this list doesn't look too much fun though...


YAY! 100+ posts

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Silvester
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Posted: 16th Jan 2008 12:19
Yes, Beta 2. It really works fine. It runs smooth and everything works as it should. Only thing is that the Save/Load dialogs are different in Vista. but thats not that much of a problem.

Digital Awakening
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Posted: 16th Jan 2008 14:00
What do you mean by "Save/Load dialogs are different in Vista."? Are you saying that SGT use the old look while other programs use the new look? Then that's no biggie, and too much work to consider fixing as I use the standard built in BlueGUI dialogs.

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Silvester
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Posted: 16th Jan 2008 14:40
No, every program uses the new save/load thing. Which looks way different.

I'm also working on a new Language file.(Dutch, again)

Digital Awakening
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Posted: 16th Jan 2008 15:19
Quote: "No, every program uses the new save/load thing. Which looks way different."


Read my post again and give me an answer that makes more sense. If I'm correct then just say yes, if I'm not then tell me how I'm incorrect.


I would recommend you not to make a language file at this time. Not everything can be translated at the moment and I'm thinking of changing the format to avoid translating the same thing multiple times, probably something alphabetical.

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Profit
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Posted: 16th Jan 2008 15:40 Edited at: 16th Jan 2008 15:41
Hope you don't mind me answering...
Quote: "What do you mean by "Save/Load dialogs are different in Vista."?"
I'm guessing they look like this:


Keep up the great work. This certainly looks very cool.


Thanks BiggAdd!
common people are walking in line.
Digital Awakening
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Posted: 16th Jan 2008 15:53
Profit:
Ah, I see. Thanks for the shots and comments

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Inspire
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Posted: 16th Jan 2008 21:35
Yes, I'm talking about BlueGUI. When I did try hiding the gadgets by using that command, they remained on screen...I was pretty inexperienced then, I might give it another go sometime in the future.

Silvester
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Posted: 16th Jan 2008 21:41
Oh, Sorry for my incomplete posts. To me it sounded like enough info as I see Vista Dialogs all day

Digital Awakening
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Posted: 17th Jan 2008 11:24
Inspire:
Do you have the latest version? Might be some old bug.

Prince Of Darkness:
Because you started your reply with a 'no' I assumed you meant that my description was wrong while the description that followed that 'no' seemed to indicate that my description was correct. So I wasn't sure what you meant.

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Digital Awakening
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Posted: 22nd Jan 2008 15:37 Edited at: 22nd Jan 2008 15:40
Been busy with other things again but last week I fixed:

Wall/floor thumbs in Editor
Player remembers last map played and current playlist
If you switch from Editor to Player it will load last map played
If Player have no last map stored it will load the entire maplist
Copy, cut and paste works again in Mapper
You can now switch to Mapper without loading a map

Started working on loading multiple maps in Mapper last week and I'm more then half done now. As you can see from the shot below i can stack maps in the map bar and switch between them. The name turns red when there are unsaved changes made to a map. Close buttons have also been added. Most remaining work includes temp map files.

From this shot you can also see the new toolbar buttons I just added. Now I know how to get the transparency to work with BlueGUI's toolbars. I also made use of color gradients to really make them look good.



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Digital Awakening
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Posted: 25th Jan 2008 15:23 Edited at: 25th Jan 2008 15:24
Argh, this page is horrible to load now

Now I've finally completed implementing multiple maps in Mapper. That took far longer then planned, a lot to get working. I ran into two annoying bugs, one that made the program freeze and overheated my laptop and one that gave me a line 0 error. While I know where the line 0 error came from I didn't know why and that was quite exhausting to deal with.

As you can see from this shot you can now have multiple maps and the map menu and toolbar updates accordingly to whether the map is saved or not. You can also see the new options to save or close all maps, closing all maps only closes unsaved ones. Player also works fine loading temp map files should these exist (so you don't have to save any map you work on).

Four things remains to fix before P.4 is final:
1. The so called "same name bug" I've mentioned in the B2 release
2. Mapper content scroll (cosmetic at the moment)
3. Line and box tools (always wanted these)
4. SGT to remember what maps you had open when you quit

In P.4 you will be able to quit SGT at any time and it will remember what maps you had open and if they where saved or not. Thanks to the temp files remaining as long as a map is open SGT will reload all maps (saved or unsaved) and you can continue exactly where you quit.

Now I have to fix some stuff going to print since I'll be showing of SGT at an exhibition here in Sweden by the end of February and hoping to attract some future customers.



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Digital Awakening
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Posted: 30th Jan 2008 17:16
SGT P.4 Beta 3
It's finally done! The Editor section of the manual has not yet been updated but I thought I should make a release today rather then wait.

Enjoy and please give me feedback!

Download



New in P.4

General:
- Deleting content does not crash Mapper and Player
- Objects can be made flattened and allow pass through
- Fixed the "same name bug"

Editor:
- Settings and General have switched names
- Camera settings in Settings
- Floors replaces tiles
- Floor and wall management
- Thumbnails for walls and floors
- CTRL + S saves the project
- Scene settings with fill and image layers
- Saving project is now instant
- Displays in Interface section

Mapper:
- New Mapper interface
- Cross and block brushes
- Line and box tools
- Move tool, or press space to drag the map
- Both WASD and arrows moves the map
- Number keys selects layer
- Carpet layer removed for now
- Revert map (loads last save)
- Tool tips at bottom
- Open multiple maps
- SGT remembers all open maps when you close
- No need to save maps before closing SGT

Player:
- Improved speed
- Camera centered propperly
- Coordinates visible for player character
- Moving and animated scene layers
- Parallax scrolling scene layers
- Player now remembers last map played
- If no map has been played Player will load the Maplist

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Roxas
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Posted: 30th Jan 2008 21:09
Nice! Going to test tomorrow.


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Digital Awakening
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Posted: 31st Jan 2008 10:51
Great!



I just edited some of my posts above to not show the images in the thread, to make this page load faster

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Digital Awakening
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Posted: 31st Jan 2008 13:59
Uploading a new shot of Mapper for my first post.

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Digital Awakening
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Posted: 31st Jan 2008 14:16
I just found a bug, the Line and Box tools don't "unsave" the current map. Also another bug I found yesterday, before release actually, is that the close buttons for maps sometimes loses their image.

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Roxas
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Posted: 31st Jan 2008 14:27
Ok im now home Ill download it now and test it.


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Digital Awakening
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Posted: 1st Feb 2008 10:58
Did you run into any problems?



For the rest of you, now you can check out:
- The twinkling stars
- The blowing clouds
- Parallax scrolling
- The twirling hole

All you need to do is:
1 Download
2 Unzip
3 Run SGT.exe
4 Select Project > Play game

Arrows to move and space to smash things.

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Roxas
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Posted: 1st Feb 2008 12:37
Yes it worked fine with default project.. When tried to make my own and goed into mapper it crashed :E


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Digital Awakening
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Posted: 1st Feb 2008 13:07
Hmm, I've done some testing and I've not yet found out what's causing the crash. I've found some other minor bugs though. I'll see what I can come up with, but before I release another beta I'll finish up the manual. I suspect the crash have something to do with images though. I suspect the next beta will take until Monday to complete *sigh*.

Thanks for letting me know

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Digital Awakening
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Posted: 5th Feb 2008 12:45 Edited at: 5th Feb 2008 12:45
I was busy with other things yesterday so I didn't get to do anything at all. So far today I have completed the update of the Manual. As you can see from this image the art creation instructions have received example images to illustrate how to create the images required.

The previous Editor page have been split into two pages where General now lists all the menu options etc. and Editor only covers what you can see when you're in Editor. The Editor page have also been improved so it should be easier to find what you need and easier to read as well.



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JMS
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Posted: 6th Feb 2008 05:07
Not sure why there isn't more interest in this thread, your work looks amazing. Keep it up, this looks very professional!
Digital Awakening
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Posted: 6th Feb 2008 11:02
Thanks a lot man, that's good to know

Well, after an update I can get up to 50 views in 24 hours and up to 100 in a weeks time so apparently there's an interest. Considering the amount of replies the scene layers got I'm sure other "eye catching" features will generate more replies. SGT currently lacks in gameplay, been doing a whole lot of work on all the boring stuff. Gameplay is next up as soon as I've fixed all the bugs in P.4.

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Digital Awakening
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Posted: 6th Feb 2008 17:25 Edited at: 6th Feb 2008 17:28
Beta 4 have been completed!

Download

The problem with the previous download was that I had forgot a line after working with AdvancedSPRITES that tried to load a player image, both in Mapper and Player. Not only is the problem fixed but I've made it so Player no longer crashes if the player have not been set up.


If you find any bugs or anything odd please report it here ASAP!

Comments are welcome



Here's a complete and hopefully final list of P.4 updates:

General:
- Deleting content does not crash Mapper and Player
- Objects can be made flattened and allow pass through
- Fixed the "same name bug"
- Creating a 20x20 map is now 1-20 not 0-20 (21x21)

Manual:
- General page created
- Editor page enhanced
- Creating art illustrations

Editor:
- Settings and General have switched names
- Camera settings in Settings
- Floors replaces tiles
- Floor and wall management
- Thumbnails for walls and floors
- CTRL + S saves the project
- Scene settings with fill and image layers
- Saving project is now instant
- Displays in Interface section

Mapper:
- New Mapper interface
- Cross and block brushes
- Line and box tools
- Move tool, or press space to drag the map
- Both WASD and arrows moves the map
- Number keys selects layer
- Carpet layer removed for now
- Revert map (loads last save)
- Tool tips at bottom
- Open multiple maps
- SGT remembers all open maps when you close
- No need to save maps before closing SGT

Player:
- Improved speed
- Camera centered propperly
- Coordinates visible for player character
- Moving and animated scene layers
- Parallax scrolling scene layers
- Player now remembers last map played
- If no map has been played Player will load the Maplist
- Player no longer crashes without player settings



I'm celebrating this with a can of Coke and a small bag of cashew nuts, that I bought in case this would be a very long day. But the Mapper crash bug turned out to be easy. I think a pizza is well earned too

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Roxas
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Posted: 6th Feb 2008 18:50 Edited at: 6th Feb 2008 18:51
Haha!! I'm kinda bored for now.. My motivation is kinda gone. Thanks to school who puts me hard so..

I'm gonna download this and try to finish little game with it
Also you've earned your Coke and Pizza but those nuts are going to be mine

E:
Download link does not work


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Digital Awakening
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Posted: 7th Feb 2008 10:32 Edited at: 7th Feb 2008 10:36
Aaw, great... I updated the manual, made a new zip and forgot to alter the name of the zip. So I uploaded one that had the wrong name Now I have to wait another day for any feedback...

It's fixed now and thanks for your patience.

Forgot to mention it in my previous post but SGT have now passed 9000 lines!



Oh, and if you make anything good I'll post shots of it on my website, sorry for the lack of gameplay options

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Roxas
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Posted: 7th Feb 2008 15:59
Ok started downloading now


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Digital Awakening
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Posted: 7th Feb 2008 17:10
If you run into any kind of bug, please make a post about it as soon as you can

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Roxas
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Posted: 7th Feb 2008 17:50
Ok.. There was some bugs
One bug was the weird windows crash that happens rarely.. It happened after i added some map content.

Another bug what wasn't so rare (I saved often) was Array does not exist or out of bounds when opening mapper..

When adding floor to bottom and when tested player and walked into bottom tiles (my map was size 32x25) the array problem came again.

Also when adding BG and FG images and tested the player.. Then when you remove them they are still there.. They only remove when shutting the SGT.

Only annoying problem was the array thing

I've included my lame puzzle game with 3 maps lol


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Digital Awakening
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Posted: 8th Feb 2008 12:17
Thanks for testing

I've not encountered any of the problems you describe. But I did try out the scene bug you mentioned with your result, I also got an array out of bounds error after trying it.

I tried your game but when ever I try to play it or load a map SGT freezes. At least I can debug this using your project. I also tried to play your music from within Editor and it gave me an error. Does this work for you? Does the music play in the game?

If you could give me instructions on how to replicate your other bugs I would be grateful

I don't have time to work on SGT today. I have to put together a roll-up and send it to print then I got a bunch to do at home before I go bowling this evening. I got my new flashy business cards and some other printed material and I'm very happy with the result

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Roxas
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Posted: 8th Feb 2008 23:19
The music does play for me :/ And i dont have any errors with my project :/


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Digital Awakening
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Posted: 12th Feb 2008 14:45
Ok, finally back to coding. I figured out why your project didn't run on my computer. The temp file of your map "Map1" is somehow broken (it's smaller then the saved file). I noticed another bug, if I try to hit something the player character completely disappears. Apparently I've forgotten to check for the existence of a melee attack

As for your game:
The player sprite needs a negative offset (-13) because there's plenty of transparent space below the character. End result: a floating player and it's hard to know the exact position. I also set the FPS to 20 (looks more natural, 10 is default).

The images for walls and floors does not need to be split up into rows and columns. In the future you'll be able to use one image for multiple tilesets though.

A labyrinth with "ghost" blocks works better with a 1/1 step size so that the player doesn't get stuck by walking between tiles. The pass through on the blocks was a nice addition

I'll see about fixing the melee bug and the scene bug tomorrow. Then I need your help trying to figure out if the array bugs still remains.

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Digital Awakening
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Posted: 14th Feb 2008 14:25
Beta 5 released!

This will hopefully fix all the bugs reported so far. I hope that more people can test this beta and report more bugs. Sorry about the delay. Yesterday I had various things to do, including creating and image for printing mouse pads. I hope they arrive before I head to the exhibition in two weeks.

Download

Updates:
- Melee image no longer needed
- Playing sounds and music in Editor works again
- Scene layers bug fixed
- Wall top images improved
- Array/Map bug fixed
- Creating Art page of the manual updated

Weird thing, I found out that DIM does not empty an array. I have always believed that it does. This meant that the background layers stayed in memory. If you quit SGT from within Player it tried to save the map in Mapper while actually having one loaded in Player, not a good idea. The manual now says on the Creating Art page that the images for floors and walls doesn't have to be tiled, SGT does so automatically.

I'm gonna see about replacing the med-kit with a spinning coin, which is more suitable. My 3D skills are a bit rusty though. If I have the time I will do some additions to the objects this month but I have a long overdue web upgrade to do.

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Roxas
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Posted: 14th Feb 2008 14:52
UnDim emptys array


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Digital Awakening
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Posted: 14th Feb 2008 16:17
Thanks! Been using DB since 1.09 (classic) and I didn't know the command existed

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Digital Awakening
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Posted: 15th Feb 2008 11:36 Edited at: 15th Feb 2008 11:50
Here are two programs that you might find useful:

GraphicsGale
With this program it's easy to crate 2D animations and save them to an image in the format that SGT uses. It doesn't support full PNG transparency. I might add that SGT will soon feature a setting for transparent color (supported by AdvancedSPRITES). The free version of this program is all you need.

Download


GlueIt
This program takes all those images you get from a 3D render and "glues" them into a single image. It's easy, supports perfect PNG transparency and it's free. Downside is that you need to install .NET 2.0. Also beware that this website tries to install some software on your computer, use ALT+F4 to close down the dialogs.

Download

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Digital Awakening
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Posted: 15th Feb 2008 11:49
Reiner`s Tilesets
Website with a lot of free 2D animations. You need one of the above programs to create suitable images for SGT. These images uses a non transparent background, SGT will support this shortly. This site also have some free sound effects.

Visit

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Digital Awakening
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Posted: 15th Feb 2008 14:38 Edited at: 15th Feb 2008 14:39
This is a shot of the new spinning coin animation, it looks very nice ingame

I found another bug. If I remove an image and an object still tries to load it, the program crashes. Before P.4 is declared final I'm gonna fix this bug, add a color transparency option and a function to use hexadecimal web style color codes (less fields to fill in).



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JMS
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Posted: 16th Feb 2008 20:25
What dll are you using for your windows interface?
Digital Awakening
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Posted: 17th Feb 2008 10:47
I remembered that a coin with identical sides only has to spin 180 degrees for an animation It was a long time since I worked with 3D.

JMS:
I'm using BlueGUI. Sadly there have been no updates in ages and I've done some workarounds.

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Digital Awakening
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Posted: 18th Feb 2008 16:47 Edited at: 18th Feb 2008 16:47
So, nobody have found any bugs then?

Who have tried the beta and what did you think about it?

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Digital Awakening
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Posted: 20th Feb 2008 17:33
Today I've been struggling with AdvancedSPRITES. There's a bug with the command to remove sprites from a sprite pack. This results in a little bug that I doubt anyone will find. Basically if you use Mapper or Player once, remove one of the images and use M/P again then put that image back and use M/P the program will crash because it can't load the same image twice.

Also the color transparency doesn't work. Not only did I spend a lot of time figuring out that storing RGB() values into integers doesn't work but once I got everything working AS doesn't make the color transparent, even if I hard code the values. Hopefully Mod will fix both of these bugs, just emailed him.

Well, 3 and 6 long hex color codes works for the background now

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Digital Awakening
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Posted: 21st Feb 2008 12:15
SGT is now less prone to crash when it's missing media files. Images are still a bit hit and miss but sounds and music should do great.

I can now specify frame numbers for when the melee sound starts and when the attack hits. This is especially useful for long animations.


After I have bought some items for the exhibition, picked up my new roll-up and had lunch I'm gonna try implementing object destruction and pickup animations. This will add that little extra finish before the exhibition. That's probably the last thing I'll add before P.4 goes final.

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Digital Awakening
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Posted: 26th Feb 2008 14:47
Sorry about the delay. Been having some problems with my rollup, now sorted out though.

I've just completed the code for pickup and destruction animation. So far I only got a coin pickup animation so next up is to make two box destruction animations (which I hope will go smoothly). I've also fixed an old object pickup detection bug.

Before the release of P.4 final tomorrow I'll also throw something together for my website, a preview of the new design. Before I leave for the big convention on Thursday morning you will be able to download the final version from my website. Just click on my signature image when it changes

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Digital Awakening
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Posted: 27th Feb 2008 23:44 Edited at: 27th Feb 2008 23:45
Sorry but I didn't make it. I'm going to bed to catch a few hours of sleep before heading to the conference early tomorrow morning. I'll get everything ready on Monday though.

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Inspire
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Posted: 28th Feb 2008 00:02
Looks great, dude.

Digital Awakening
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Posted: 28th Feb 2008 12:52
I got wireless Internet at the hotel so I'll see about getting everything up and running, perhaps today.


Thanks Inspire

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Digital Awakening
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Posted: 29th Feb 2008 19:14
I updated the manual yesterday but I'm getting array errors all the time now. Actually these seem to happen once I've used the program for a while. Now I'm hoping for a Monday release but I'm not sure.

The exhibition today went OK. I was hoping for more people but at least a few interesting people came and talked to me about SGT. Two had some interesting projects

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