Author Topic: [XP] XP Ace Tilemap  (Read 27313 times)

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Re: [XP] XP Ace Tilemap
« Reply #180 on: May 01, 2017, 05:42:11 AM »
Due to Blizzard holding me hostage, I have released v0.33
  • Autotiles fixed. Blank autotiles or single-tile autotiles would crash the game.
  • In that same vein, blank tilesets would crash the game.
  • Creation of autotile graphics was handled poorly. If it did not fit the RPG Maker standards, it would dispose the original graphic but never replace it. This could have led to memory leaks, but you would ultimately crash before that happened (see first bullet point).
  • Not much of a fix or anything, but I decided to clean up the C++ code more. Condensed it by 500 lines or so! Hooray for terrible programming! :D
Download v0.33
Please send help, I cannot take anymore German Dungeon Porn : (



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Re: [XP] XP Ace Tilemap
« Reply #181 on: May 01, 2017, 08:19:40 AM »
I'm probably gonna try it out today.

Please send help, I cannot take anymore German Dungeon Porn : (

xD

EDIT: No more hard crashes. :3 I still have the lag issue in map 852 though. It's in Para-Universe -> Grand Crossing -> Grand Crossing, the one with lava.
« Last Edit: May 01, 2017, 09:07:02 AM by Blizzard »
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Re: [XP] XP Ace Tilemap
« Reply #182 on: May 01, 2017, 09:18:39 AM »
Regarding the lag, it's the panorama. That 1 width pixel graphic is back to haunt us again lol

I notice the lag spike right when the graphic wraps around. Definitely plane rewrite being the problem here, but will need to investigate that more.
Simply removing it brings the frame rate back to 60.
EDIT: Alternatively, you can stretch the graphic to a larger size (say 640x640).

Strangely enough, there's no problems with the original graphic in XP or VXA. XPA Tilemap in a XP game has no issues either. Problem occurs even without the Plane rewrite in XPA. Hard to say what's the real issue.
That's really all I can help you with on that one.



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Re: [XP] XP Ace Tilemap
« Reply #183 on: May 01, 2017, 09:35:04 AM »
Yup, it seems to be the only solution. Oh well, it's not that big of an issue for me.
*extends graphics*
*optimization OCD goes haywire* #_#
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Re: [XP] XP Ace Tilemap
« Reply #184 on: May 03, 2017, 06:48:00 PM »
So, we've been hunting a memory leak for the past 2 hours and it turned out to be this script. Your C code seemed fine so I started digging in Ruby to see what could be causing the issue. And I found it. xD You're missing this in Tilemap#dispose:

Code: [Select]
    CallBackController.delete(@autotiles)
    CallBackController.delete(@map_data)
    CallBackController.delete(@priorities)

But it's is somewhat unsafe to use code like this. If the Tilemap isn't disposed explicitly, the memory will remain allocated and not collected by the GC. IDK if you maybe should change this implementation entirely and just throw out that CallBackController class. Your call.
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Re: [XP] XP Ace Tilemap
« Reply #185 on: May 04, 2017, 09:58:35 AM »
Thanks to Blizzard's discovery, I have created a fix in version 0.34. It was only a couple lines added, so you only need to replace the script.
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CallBackController is only used by the Tilemap class to ensure that, whenever a few of its variables are modified, the map can redraw to show those changes (e.g. doing a script call like $game_map.data[x, y, z] = tile_id will update the map to show the new tile). I wasn't properly disposing the references in the controller; hence every time a new Tilemap was drawn, it would accumulate more and more references and eat up the players' alloted memory until the game runs out of space and crashes. The easy fix was just to clear out the controller before the creation of a new Tilemap.
« Last Edit: May 04, 2017, 10:00:06 AM by KK20 »



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Offline Kise

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Re: [XP] XP Ace Tilemap
« Reply #186 on: June 18, 2017, 10:38:29 AM »
Hey, it's me again. I found two issues, that hopefully might improve compatibility if fixed.
I tried using Emotions Script, but I can't change the target of emotion, it's always stuck to the player.
And Heretics Circular Sprite Motion just doesn't work. Without throwing any error.
Code: [Select]
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>SCRIPT<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
#                                                               #
#                        Emotions Script                        #
#                by Ánemus (www.arcadiumrpg.net)                #
#                                                               #
#  This script shows emotions over the player or over the other #
#                     characters of the map.                    #
#                                                               #
#                  $scene.emotion(id,ev,image)                  #
#                                                               #
#           For any comments: anemus@arcadiumrpg.net            #
#                                                               #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>SETTINGS<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
#                                                               #
# Number of Repetitions or LOOP:                                #
# That's the number of times the animation of the emotion will  #
# repeat. I recomend 1, because bigger numbers are just way to  #
# repetitive.                                                   #
LOOP = 1
#                                                               #
# Delay:                                                        #
# That's the slowness of the animation. I recomend 3 or 4,      #
# smaller numbers are like flashes, so they aren't really       #
# useful.                                                       #
DELAY = 4
#                                                               #
# Deafult file for emotions:                                    #
# This is a tool to make it easier to use, this way you just    #
# write the id of the animation and the event where you want to #
# show it.
DEFAULTFILE = "Balloon"
#                                                               #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>INSTRUCTIONS<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
#                                                               #
# Whenever you want to use it just use Call Script command      #
# then write:                                                   #
# $scene.emotion(id, ev, image)                                 #
# Being id the number of the emotion in the file (the top one is#
# the 0 and the lowest one the 9), ev the event over which you  #
# are showing the emotion (being -1 for the player and any      #
# other number for events, and image, that is the image file    #
# that you are using for the emotions. This file is to be placed#
# on Pictures folder and should be 256x320 px.                  #
#                                                               #
# Some tips:                                                    #
# If you are using the emotion file specified in DEFAULTFILE    #
# you dont need to include it in the sentence.                  #
# $scene.emotion(id, ev)                                        #
# Now if you are using the default file and also placing the    #
# emotion on the main character, the sentence is reduced to:    #
# $scene.emotion(id)                                            #
#                                                               #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>>END<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#

#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>CODE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
class Sprite_Character < RPG::Sprite
  alias :old_updateEmo :update
  def update
    old_updateEmo
    if @frames != nil
      @pic.x = (@character.screen_x + 5)
      @pic.y = (@character.screen_y - @ph - @ch.to_i+2)
      if @frames > (1 + LOOP*7)*DELAY
        @pic.zoom_x = 0.6
        @pic.zoom_y = 0.6
        @pic.opacity = 100
        @frames -= 1
        return
      elsif @frames > (LOOP*7)*DELAY
        @pic.zoom_x = 1
        @pic.zoom_y = 1
        @pic.opacity = 255
        @frames -= 1
        @iframe = 1
        @gota = 0
        return
      elsif @frames == 0
        @frames = nil
        @pic.bitmap.dispose
        @pic.dispose
        @picid = nil
        return
      else
        @pic.bitmap.clear
        @pic.bitmap.blt(0,0,RPG::Cache.picture(@picig),Rect.new(@iframe*32, @picid*32, 32, 32))
        @pic.zoom_x = 1
        @pic.zoom_y = 1
        @pic.opacity = 255
        @frames -= 1
        if @gota == DELAY
          @iframe += 1
          if @iframe > 7
            @iframe = 1
          end
          @gota = 0
        end
        @gota +=1
      end
    end
  end
  def emotion (id,ig="Balloon",wt=false)
    if !FileTest.exist?("Graphics/Pictures/"+ig+".png")
      return 0
    end
    @frames = (2 + LOOP*7)*DELAY
    @picid = id > 9 ? 9 : id
    @picig = ig
    @pic = Sprite.new
    @pic.bitmap = Bitmap.new(32,32)
    @pic.bitmap.blt(0, 0, RPG::Cache.picture(@picig), Rect.new(0,32*@picid,32,32))
    @pic.ox = @pic.bitmap.width / 2
    @pic.oy = @ph = @pic.bitmap.height / 2
    @pic.z = 100
    if wt
      return @frames
    else
      return 0
    end
  end
  def dispose
    super
    if @pic != nil
      @pic.bitmap.dispose
      @pic.dispose
    end
  end
end
class Spriteset_Map
  def emotion (id,ev=-1,ig=DEFAULTFILE,wt=false)
    if ev.to_i > -1
      @frames = @character_sprites[ev].emotion(id,ig,wt)
    else
      @frames = @character_sprites[@character_sprites.size - 1].emotion(id,ig,wt)
    end
    return @frames
  end
end
class Scene_Map
  def emotion(id,ev=-1,ig=DEFAULTFILE,wt=false)
    $game_system.map_interpreter.wait_count = @spriteset.emotion(id,ev,ig,wt)
  end
end
class Interpreter
  def wait_count=(frames)
    @wait_count = frames.to_i
  end
end
Thanks for keeping this script alive. I appreciate it.
« Last Edit: June 18, 2017, 02:07:17 PM by Kise »

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Re: [XP] XP Ace Tilemap
« Reply #187 on: June 18, 2017, 10:50:20 PM »
Emotions Script:
Let me guess...you tried to play an emotion over the LAST EVENT ID on the map. If your map had only one event, obviously its ID would be 1. So your script call would look like
Code: [Select]
$scene.emotion(ID, 1)But this would play over the player.
The author clearly did not test their code at all. If you were to create a second event on the map, you will actually see the emotion effect play over this new event instead. In short, the event ID you want the emotion to play over is actually one less than the event's actual ID.

Here's the fix. Find and replace this class in the Emotions script
Code: [Select]
class Spriteset_Map
  def emotion (id,ev=-1,ig=DEFAULTFILE,wt=false)
    if ev.to_i > 0
      @frames = @character_sprites[ev - 1].emotion(id,ig,wt)
    else
      @frames = @character_sprites[@character_sprites.size - 1].emotion(id,ig,wt)
    end
    return @frames
  end
end

Circular Motion:
First off, the script mentions you need Modular Passable placed above Circular Sprite Motion.
Secondly, your event page should look something like this:
Code: [Select]
Comment: \spin
Comment: \spin_radius[N]
Comment: \spin_speed[N]
Note the BACKSLASH. It's not FORWARD SLASH as the instructions make it out to be. Also, these have to be three separate comment commands, not one comment with all three lines in it.



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Offline Kise

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Re: [XP] XP Ace Tilemap
« Reply #188 on: June 19, 2017, 08:12:18 AM »
Thanks for fixing the emotions script, I would've never figure it out.
When it comes to Circular Motion, I noticed that XPA installed into demo works alright. But when I copy everything - events too - correctly into new project, it just doesn't work. I've read instructions.
Sorry for spamming your thread with not related problems, next time I'll make sure if it's tied to XPA.

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Re: [XP] XP Ace Tilemap
« Reply #189 on: June 19, 2017, 08:24:01 AM »
Want to give me a demo then? I got it working fine on my end.



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Re: [XP] XP Ace Tilemap
« Reply #190 on: June 19, 2017, 08:46:17 AM »

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Re: [XP] XP Ace Tilemap
« Reply #191 on: June 19, 2017, 09:14:48 AM »
Code: [Select]
__END__This was at the very top of your Circular Motion script. What it does is effectively ignore everything below it. The game didn't even load the script.
« Last Edit: June 19, 2017, 09:16:02 AM by KK20 »



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Offline Kise

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Re: [XP] XP Ace Tilemap
« Reply #192 on: June 20, 2017, 08:08:27 PM »
^ I didn't add this line, it's straight out of demo. :O.o:

Now I'm sure, I've found bug connected to XPA, take a look what happens when translucent shadows have priority set to 1 - https://youtu.be/Iv3bn3mhpwI

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Re: [XP] XP Ace Tilemap
« Reply #193 on: June 20, 2017, 08:39:27 PM »
That's been fixed in an update to the Tilemap. The current XPA package still uses an older version.



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Re: [XP] XP Ace Tilemap
« Reply #194 on: June 20, 2017, 09:01:17 PM »
I'm using version 0.34 and this bug still occures.

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Re: [XP] XP Ace Tilemap
« Reply #195 on: June 20, 2017, 09:27:25 PM »
Well shit you're right. How this escaped me for this long, I do not know.
Find this in the script (around line 920)
Code: [Select]
            (1...MAX_PRIORITY_LAYERS).each{ |index|
              @layer_sprites[num-index].bitmap.fill_rect(0, (index - 1) * 32, width, 32, Color.new(0,0,0,0))
            }
Just remove a period in the 1...MAX_PRIORITY_LAYERS bit.

Thanks for finding this :P



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Re: [XP] XP Ace Tilemap
« Reply #196 on: June 23, 2017, 04:59:18 AM »
Hey, it's me again. I found two issues, that hopefully might improve compatibility if fixed.
I tried using Emotions Script, but I can't change the target of emotion, it's always stuck to the player.
And Heretics Circular Sprite Motion just doesn't work. Without throwing any error.
Code: [Select]
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>SCRIPT<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
#                                                               #
#                        Emotions Script                        #
#                by Ánemus (www.arcadiumrpg.net)                #
#                                                               #
#  This script shows emotions over the player or over the other #
#                     characters of the map.                    #
#                                                               #
#                  $scene.emotion(id,ev,image)                  #
#                                                               #
#           For any comments: anemus@arcadiumrpg.net            #
#                                                               #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>SETTINGS<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
#                                                               #
# Number of Repetitions or LOOP:                                #
# That's the number of times the animation of the emotion will  #
# repeat. I recomend 1, because bigger numbers are just way to  #
# repetitive.                                                   #
LOOP = 1
#                                                               #
# Delay:                                                        #
# That's the slowness of the animation. I recomend 3 or 4,      #
# smaller numbers are like flashes, so they aren't really       #
# useful.                                                       #
DELAY = 4
#                                                               #
# Deafult file for emotions:                                    #
# This is a tool to make it easier to use, this way you just    #
# write the id of the animation and the event where you want to #
# show it.
DEFAULTFILE = "Balloon"
#                                                               #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>INSTRUCTIONS<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
#                                                               #
# Whenever you want to use it just use Call Script command      #
# then write:                                                   #
# $scene.emotion(id, ev, image)                                 #
# Being id the number of the emotion in the file (the top one is#
# the 0 and the lowest one the 9), ev the event over which you  #
# are showing the emotion (being -1 for the player and any      #
# other number for events, and image, that is the image file    #
# that you are using for the emotions. This file is to be placed#
# on Pictures folder and should be 256x320 px.                  #
#                                                               #
# Some tips:                                                    #
# If you are using the emotion file specified in DEFAULTFILE    #
# you dont need to include it in the sentence.                  #
# $scene.emotion(id, ev)                                        #
# Now if you are using the default file and also placing the    #
# emotion on the main character, the sentence is reduced to:    #
# $scene.emotion(id)                                            #
#                                                               #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>>END<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#

#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>CODE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
class Sprite_Character < RPG::Sprite
  alias :old_updateEmo :update
  def update
    old_updateEmo
    if @frames != nil
      @pic.x = (@character.screen_x + 5)
      @pic.y = (@character.screen_y - @ph - @ch.to_i+2)
      if @frames > (1 + LOOP*7)*DELAY
        @pic.zoom_x = 0.6
        @pic.zoom_y = 0.6
        @pic.opacity = 100
        @frames -= 1
        return
      elsif @frames > (LOOP*7)*DELAY
        @pic.zoom_x = 1
        @pic.zoom_y = 1
        @pic.opacity = 255
        @frames -= 1
        @iframe = 1
        @gota = 0
        return
      elsif @frames == 0
        @frames = nil
        @pic.bitmap.dispose
        @pic.dispose
        @picid = nil
        return
      else
        @pic.bitmap.clear
        @pic.bitmap.blt(0,0,RPG::Cache.picture(@picig),Rect.new(@iframe*32, @picid*32, 32, 32))
        @pic.zoom_x = 1
        @pic.zoom_y = 1
        @pic.opacity = 255
        @frames -= 1
        if @gota == DELAY
          @iframe += 1
          if @iframe > 7
            @iframe = 1
          end
          @gota = 0
        end
        @gota +=1
      end
    end
  end
  def emotion (id,ig="Balloon",wt=false)
    if !FileTest.exist?("Graphics/Pictures/"+ig+".png")
      return 0
    end
    @frames = (2 + LOOP*7)*DELAY
    @picid = id > 9 ? 9 : id
    @picig = ig
    @pic = Sprite.new
    @pic.bitmap = Bitmap.new(32,32)
    @pic.bitmap.blt(0, 0, RPG::Cache.picture(@picig), Rect.new(0,32*@picid,32,32))
    @pic.ox = @pic.bitmap.width / 2
    @pic.oy = @ph = @pic.bitmap.height / 2
    @pic.z = 100
    if wt
      return @frames
    else
      return 0
    end
  end
  def dispose
    super
    if @pic != nil
      @pic.bitmap.dispose
      @pic.dispose
    end
  end
end
class Spriteset_Map
  def emotion (id,ev=-1,ig=DEFAULTFILE,wt=false)
    if ev.to_i > -1
      @frames = @character_sprites[ev].emotion(id,ig,wt)
    else
      @frames = @character_sprites[@character_sprites.size - 1].emotion(id,ig,wt)
    end
    return @frames
  end
end
class Scene_Map
  def emotion(id,ev=-1,ig=DEFAULTFILE,wt=false)
    $game_system.map_interpreter.wait_count = @spriteset.emotion(id,ev,ig,wt)
  end
end
class Interpreter
  def wait_count=(frames)
    @wait_count = frames.to_i
  end
end
Thanks for keeping this script alive. I appreciate it.

First things first, do you have Modular Passable?  Its required because that is what allows the comments to be read for any Circular options.

Next, it should be below Modular Passable.  However, I do not believe the order of the scripts afterwards is important, but you can try putting Circular Sprite Motion below the Emotions Script.

Please advise if this helped to correct your issue or not.  Thanks!

EDIT: Nevermind, I didnt read the rest of the posts in the thread.  Glad you got it working!  :D
« Last Edit: June 23, 2017, 09:29:34 AM by Heretic86 »
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Online KK20

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Re: [XP] XP Ace Tilemap
« Reply #197 on: June 23, 2017, 05:18:35 AM »
It was just because he had a
Code: [Select]
__END__ at the top of the Circular Motion script. As stated in his reply,
Quote
I didn't add this line, it's straight out of demo.
Which I find particularly odd.



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Re: [XP] XP Ace Tilemap
« Reply #198 on: June 23, 2017, 07:39:36 AM »
Eh, it happens. I've uploaded tons of faulty demos in my time. xD
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Re: [XP] XP Ace Tilemap
« Reply #199 on: July 04, 2017, 09:22:35 PM »
Event Transitions is not compatible with XPA - it's throwing Syntax Error.
http://forum.chaos-project.com/index.php?topic=13634.5

...and Blizzard's Anti Lag is not working as well.
http://forum.chaos-project.com/index.php?topic=104.0